Thanks destruct007 (what an appropriate name!)
Just kidding, thanks really. I'm too close to see clearly what's wrong and you helped me to see the main problems.
I don't like that milky look on this morning scene either. But when I try to remove it (by changes in the light configuration or photoshop), the underwater feel goes away too. The complete light setting is a bit messy:

Here's another try with the volume caustic (I'm just projecting a film I did with crossing lines animated with layers of noise and loads of motion blur).
http://rapidshare.de/files/3778299/Caustic_-_3-8-2005_-_MB_-_FullSpeed.avi.htmlhttp://rapidshare.de/files/3778299/Caustic...lSpeed.avi.html
I'm making tens of fish but I'll only populate all the scenes in the end of the project. Right now I'm just trying the animation on the main characters.
I hadn't noticed the UV problem until you pointed it out. I know what causes it and don't know how to fix it completely... the endless layers of noise modifiers. The terrain is quite big (256m x 256m) and created dynamically in two meshes: sand and rock. Only the part visible to the camera gains detail through repeated layers of volumeselect, meshsmooth and noise. The fog makes all these changes happen beyond what's visible.
The texture is made of a composite map where all the submaterials are based on bitmaps mirrored tens of times with detailed procedural maps for opacity. I'm placing sponges, algae and corals in the places where the tiling shows.
I only found two solutions for the uvs. Use the terrain plane original uvs when the noise is not distorting the texture too much and use a planar uv on top of everything when it is. But this causes uv distortion in the vertical rock formations.
The third option is to position the camera somewhere else where these problems are less evident... the terrain is large.
You also said the environment looks sterile and clean. The thing is that my habilities allowed me to build a texture for the rocks that I can settle with, but they don't allow me to build props that go with it. So, right now I'm a bit reticent about adding too many bad props covering a nice rock texture. Unless I find what's wrong with the sponges, corals and algae that make them clash against the rock texture.