For readability purpose, it would be better to focus contrast on the path/wall transition and tone down the in-wall and in-path contrasts.
Newer walls, for instance, help in that they present a continuous space to the player (as opposed to a chain of poles in the mock-up), but they would (imho) even work better if you drop those "highlight bricks".
But yeah, some larger scale would definitely help giving more substantial visual clues at "what things are and what role they have in the gameplay". You don't want your player to be confused about whether they're walking into spikes or an opened door, do you?