although I agree about the tcmod turb values being extremely subtle, these will however just affect the tex movement, not the deformvertexes… and turb isnt a rotation, its a “swirly” effect 
and if you have a much wider brush, in the x y dimensions, then with the larger amplitude for deformvertexes then you should get waves and not just apparent vertical movement …this is all related to the tesssize, as the smaller the water surface tris, the smaller and more frequent the waves will be, thus needing less amplitude.
and you really should use a nodraw water shader on all but the top surface of your water brush, unless you want to create some fantasy or sci-fi looking liquid effect, here`s the dev shader I use, but you can change the paths to use your own editor images.
textures/_ratty_water/nodraw_water
{
qer_editorimage textures/_ratty_terrain/red.tga
q3map_notjunc
surfaceparm nolightmap
surfaceparm nonsolid
//surfaceparm nodraw // uncomment to debug
surfaceparm water
surfaceparm trans
qer_trans 0.98
cull disable
{
map textures/_ratty_terrain/red.tga
blendfunc gl_src_alpha gl_scr_color
}
}
the red.tga is just a solid red color channel with a solid 128 indexed (50%) alpha channel, so if I want to see the water brush edges in game, I uncomment the nodraw and these translucent red surfaces appear… obviously you don`t need that for the final version, so you would then change the shader so it looks like this.
textures/_ratty_water/nodraw_water
{
qer_editorimage textures/_ratty_terrain/red.tga
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm nodraw
surfaceparm water
surfaceparm trans
qer_trans 0.98
}
Yep, that’s a single brush, just remember it is moving and I caught the shot at it’s largest amplitude. There are two surfaces for every brush surface if you look closely.
that definitely shouldn`t be doing that on a single brush, it looks like a hollowed out brush with 4 walls, a ceiling and floor… have you tested your water shader in a new separate test map to make sure there is only one water brush?
if you do that and still get the error, post the .map, could be in code form and well test it our ends, but Im assuming the other guys didn`t get the duplicate planes otherwise they would likely of said so.