I think it's an improvement aesthetically! The buildings look much more cohesive since they're no longer made out of distinct tiles, and the blue lines on the pavement look interesting.
You're not "selling" the perspective just yet. Since it looks like you're going for a low-ish camera, things should appear squished vertically, meaning a "square" on the ground will appear wider than it is tall. This means that the vertical roads should be wider than the horizontal ones. You can still achieve this with square tiles, of course.
The dark roofs of the buildings blend into the ground. Making them be closer in colour to the walls would make the buildings read more as cohesive, unambiguous whole shapes. The roofs can still be darker than the walls, but they should probably be lighter than the ground, since the rest of the building is also lighter.
Here's an edit where I adjusted the building colours and the structure of the roads:
I made the buildings lower-contrast and darker overall, as they were overwhelming the characters (and probably still are!). Making bright, colourful settings is challenging because it's easy for the characters to get lost. Experiment with lower-contrast colours in the background and more popping colours (and maybe outlines) on the characters to find a way to make the characters stand out clearly from the backgrounds.
I redid the green pavement edges to give them some volume. The vertical surfaces are now shaded and the horizontal surfaces are light. I think this looks less flat than having a dark green strip along the road and a light green strip on the pedestrian side. Notice how for the pavement edge tiles that are below the road, I added the textures onto those tiles instead of using a separate tiles like on all the other edges. This helps create the illusion that the pavement rises higher than the road surface, and makes it easier to make the horizontal roads a bit more squished than the vertical ones.
I replaced the dark green with a bluer, darker green so that it contrasts better from the light green, making the shadows read better.
I got rid of the light blue on the sidewalks, as it was creating too much contrast in what should probably be a "plain" walking surface. I think it still looks very detailed and cool even with just the darker blue.
I made the road dividers all just flat dark green, as they're flat on the ground and shouldn't look 3D. I chose dark green instead of light green because it doesn't contrast as much from the pavement and thus doesn't draw unnecessary attention to the dividers. I made the road dividers wider in the vertical tiles. This means using additional tiles, but I think it helps with the perspective. To compensate, I reduced your pedestrian crossing set from using 6 tiles to using just 1.
Lastly, it seems that your street lights were facing sideways rather than down xP From above, we should see the tops of them.
Edit: What are you aiming for with the windows? Are they glowing blue, or is that glass? Glass is reflective, it's not inherently blue. From above, the windows would probably not be reflecting the sky, but rather the street, which is relatively dark. You could probably achieve more realism by making the windows just dark or grey, without any overt reflections or highlights. You could suggest vague reflections with some low-contrast blobs using colours from the rest of the scene.