Okay, I applied the "blue paint syndrome" fix and in my opinion it looks great!
http://i51.tinypic.com/16jr410.jpg (compare to the screenshot in my post right before this)
http://i56.tinypic.com/2efteyw.jpg (compare to http://i52.tinypic.com/10xbsk2.jpg http://i53.tinypic.com/2ivk611.jpg)
It makes the water darker it seems, but I like it. Really, it looks amazing. Is there some kind of trade-off when using the "blue paint syndrome" fix?
Also, I didn't check, but does the water still have issues with foggy weathers while HDR is enabled using your new code? Or does it fix that?
Another question (sorry): to edit shader variables for SSAO, NFAA, Godrays, etc. am I correct that I need to replace "extern float" with "static const float" for the variables I want to change, and that the values in the shader file don't correspond to the values that I had previously worked with using the OBGE support plugin? I'm using my regular strength of 0.2 for NFAA and things seem blurrier than they should be, for example. I read through wetibroman's attempts at working with this a couple pages back, I just want to confirm I understand.
The trade-off is that water color  is more transparent, and no longer takes view direction into account which also means that the transition between above water and underwater is no longer as accurate. If you want to keep view direction being taken into account, instead of the change I suggested earlier you could try lowering inScattCoeff in the water.fx file (remembering to change it to static const float).
The water still has issues with foggy weathers when HDR is active, because the water is being rendered after HDR, so HDR isn't being applied to the water.
And yes, you are correct about needing to change it to "static const float"