The specular highlights are the only part that really give it away, making it look kind of plastic. When you look at the closer waves, they lose the detail. It might be good to break those up with some tighter normals closer to the camera, fading them out as they get further away.
The SSS you have going on is magical though, nailed the colours!
EDIT: Also to JBaldwin above ^ You sir are a wizard and I eagerly await a UE4 DVD from you.
Because LightVector node is deprecated now, I use externally-driven light vector (which should be definined by LightSource bluepring in ideal case ). The rude parameter values are applied at last screens to show the scattering, so it can look like the one side of the wave is hardly effected, but it’s not Camera position and angle, surface normals and light vector are used to define the SSS value. F.e.: Screenshot - aceb456b047b4ad23bc1fa925098b44b - Gyazo and topdown view at the same XY position: Screenshot - 0db634076c9f51171e1c823f3cd903e8 - Gyazo