I am using the default settings on Eevee, using 2 area lights are an area of 104m and have 1 MW of power, and using these shaders.
I also found out this problem doesn’t appear when using Cycles, so I’ll just use Eevee to plan out the shot then render with Cycles, but still, it got me worried
The scale is pretty big. Try playing with the shadow settings in eevee, switch on high bitdepth, soft shadows, change method to vsm and maybe increase the cube size.
Playing with your area light softness can also help.
It’s just a guess but I think these artifacts are due to the large scale, it can be avoided by going 10 or 100 times smaller.
If you mean the banding issue you’d probably need to up the viewport samples in eevee. Also, make sure to always apply the scale, just to be on the safe side.
In the eevee shadow settings you can up the cube size, switch on soft shadows and high bitdepth. You’d control the sharpness of the shadows with the size of your area light.
Also, regarding that n-gon on the subdivided sphere - a cleaner way to do it is subdividing a cube, go into edit mode and with all the faces selected search for “to sphere”. You’d get a much nicer shading.
Hard to say, if the texture ends exactly at the UV seams you’d probably want to extrapolate it. Or just fill out the negative space with the same blue color as the ocean. Depends on what you’re using for texturing, mari has a semi good healing brush for seam removal.
A somewhat hackier solution would be moving the UV’s on those seams inward by 1-2 pixels, I don’t think anyone would notice.