Based on feedback to look at scale and to use more references I made some improvements on the overall ocean surface using the following techniques:
1) Wave instancing: created a separate ocean spectrum node with random seed and instanced it to scattered particles in the distance with a mask for the bounding box area
2) Ocean Waves: created a set of "tidal" waves instanced to a plane and animated across the infinite spectrum and flip tank.
3) Wave mask: painted a mask attached to a "calmed" ocean spectrum node to create some flatter areas in the ocean
Latest foam version as of 9/25/2018. Varied the pscale of the source particles (post process) using a simple vex snippet @pscale = fit01(rand(@id), 0.055, 0.0035); Dialed down the density on both the point replicate and the foam shader.
Ocean Surface with improvements and new HDRI light from Tybee Island (SUNSET)
Foam test with spray
Overhead low density foam
Higher density foam test with forced matte objects