It's good you've upped the resolution of the piece, I recommend you do so further - not exactly a big picture, but use a bigger scale for your objects - I think that working in larger scale helps learning the principles, since it's harder to get things right by "trial and error" than in a smaller scale.
Stuff I'd like to point out:
1. Everything has black outlines except the bottles in the back and the jug/dispenser thing to the left of the character. (What is it actually? It's not clear) I assume you didn't outline them, because they're supposed to be made of glass, and so, transparent, but it looks weird - it could work if you could see the difference in used material in the shading - shininess, a bit of reflection etc, but it looks the same as other objects. I recommend the video game/cartoon aproach - ditch the outlines in the background completely (or make them very light) and use outlines for objects which can take any action (characters, vehicles etc.) or are in the foreground.
2. The pitcher thing on the counter again - it seems that it's top lid/whatever is shown. This conflicts with the straight-on perspective you've used for everything else - unless this object's top is supposed to be at an angle to the camera/viewer.
3. A bit of a "future" note: in case of any textures, create them after shading your objects. You should work from general to specific.
4. Left part of the bottles shelves/rack behind the bar - is it a shadow (From what? What casts it?) or is it shading used to make the bottle shelf look angular like this:
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5. Shading objects - while the highlighted edge "beveled" look works for blocks and flat stuff, it seems you've used it everywhere. Try to give the scene more variety, like making the tables and bottles actually rounded - this will require different shading. Try to look for any cylindrical objects around your house and see how they behave in different lighting conditions (you can use a flashlight or a desk lamp), or look at some photos. For example:
Besides shapes consider the actual materials used - this table for example has some shine to it.
5. If you want to challenge yourself with limited color, try to reduce the amount used in the latest picture - if I'm correct, you've used 20 shades and I'm sure you could safely cut down the amount to 8 for example. You might even end up with better contrast in the process!
6. I wouldn't worry about hue shifts too much for now. Try to focus on contrast and values, and try to pick hues that fit the theme and mood of your scene, try to make them not dull and, at the same time, not over saturated. If you necessarily want to make some hue shifts, I'd try to make the lighter shades/higlights warmer than midtones, and you can try to pick a shadow color, blue or green for example, and make the darker shades in your color ramps gradually shift a bit to those hues before going black (You can try not to use 100% pure black too, but I leave this to you, as your stylistic decision)
Hope this helps, you've already made progress.
Good luck!