Thanks for the feedback
I reduced contrast while trying to keep the same palette. The many sides and angles already made me add much more colors than I wanted. I started with only 16 colors at first, with only 4 shades per ramp like gameboy, but the isometric stuff asked for a lot more mid-tones.
Regarding not obscuring the character, currently everything is drawn at 50% transparency when the character is immediately behind an element, but I don't like the result, I'll think of some other trick. As for the auto-tiling, it isn't that complex after you wrap your mind around it. It is the same common bit-wise 16-piece autotiling we all know and love from rpg tilesets, but with
overlap. The data map align those column-like rectangular tiles according to their projection on the ground, spaced according to the grid cells, but as the height of the tiles is larger than the cell dimensions, they are set to be draw beyond their grid slot, and overlapped with depth according to y position.
Thank you for the feedback