I'm guessing it's because the rain, wind and wave simulations all in that section are very demanding on the hardware. I've noticed that certain visual elements are tweaked per level basis, actually. The most noticeable one being shadows. In quiet and confined areas, shadow quality can actually be really good, utilizing high res shadows. Generally, shadow quality is decent, shadow resolution is relatively decent, but jagged edges are easily seen. However, in large areas and/or scenes with lots of action and destruction, shadow quality takes a huge hit. In fact, shadow resolution is reduced dramatically to the point that it looks like low res mess. Of the top of my head, the open New Devon area with lots of vegetation and huge pools of water and the building collapsing setpiece have really low res shadows. Inversely, the slow paced, indoor scenes have really high quality shadows.The retail shot I quoted are indeed using the gameplay shaders (that does not seems to feature SSS at all actually, at least for the characters' skin, but even the clothes when very close to the camera does not seems to absorb any light), I know that the cinematic ones are more complex and close to the early demo (but still inferior I think)
The lack of shadows also really hurt the global quality of the quoted, and give the "ultra low setting" feel, if your know what I mean. Now that I think about it, It is actually strange that this part of the game use the gameplay shaders since it is supposed to be a cinematic...
I don't think it's a stretch to say that SSS is also tweaked on a per level basis. It's on most of the time during gameplay, but it is also turned off sometimes. I'm guessing ND thought it was best to turn it off in the rainy beach scene to focus more resources on the environment. Furthermore, I bet 99% of players wouldn't even notice.