Thanks Jordan!
Actually it's not complicated at all. Basically it's two animated water shaders merged for the large displacement and for the finer displacement (better control with two shaders!). Reflectivity and transparency are deactivated. Just displacement.
Then there are two animated PFs, which additionally displace the plane vertically by the X- and Z-axis.
The color distribution of the whole thing is created by different settings of the Intersect underlying (Favor rises) feature of each shader. There's one extra water shader for the greenish wave tops that has transparency activated, which looked better than a simple green shader with some luminance. Finally right before the foam there's a reflective shader. That's basically it.
I'm quite happy with the movement, and even more happy, that there's no intimidating blue node jungle.