Sanfairyanne, hang on. You've been getting constructive criticism, but I don't think anyone has made it clear to you that there are a million ways to render these fine scenes that you've got to please almost anyone's sensibilities. You got the captures -- in this case, the /data/. That was the hard, camping-out-in-the-cold part. Now comes the rest.
These are good images, and the source material is good enough that with a little more finesse in post, they'll both be cracking good.
There is some natural gain in saturation it seems from supersampling in HDR. Objects in supersampled HDR look more "painted" in a way that they eye does not see them. This might be partly because we only sample an object sparsely with our eye in the way we perceive it, and the traditional film image is more or less faithful to that. If you stared at a rock for a solid minute, you would receive sun rays reflected off every micro-facet of it, but your mind wouldn't see it as a /cumulative/ image. In HDR, there is some cumulative effect.
It is a bit more subtle than I first thought, and I don't think the remedy for it is to reduce saturation globally. One of the generally difficult problems with HDR is how to sculpt the toe, especially when you have such good fidelity on the "low" tones.
I'm thinking you could take one of the original captures (the one closest to your final rendering, perhaps the 0EV shot), and use it to re-introduce some of the color from the original shot into the HDR using a "color" blend mode, and a luminosity mask to pass the low tones. But you could also pave some new ground here as well.