Ok, so here is a quick redux update, trying to incorporate some of the crits, mainly:
-wooden floor tile was made more subtle to increase readability of sprites walking on it.
-Created a shadow tile for the wooden floor. (crude light test in bottom left)
-Added drop shadow on some of the smaller objects, which gives them more weight.
-Edited the highlight on the round wooden table, but didn't change its texture.
-The border does help the door I think, seeing it in use now.
Also tested some versatility, with the rubble being used to show some deterioration of the walls.
Facet, I've looked at some of your edits in the other threads, which are great. The holistic style is something that I've noticed a lot lately, the idea behind "less is more" and abbreviated detail that games like Minish Cap exploit and revel in. And while it is useful in the realm of readability and low res 2d graphics, it can also be somewhat of a crutch. Although I do believe in the artist's responsibility to visually lead the player through a space.
I guess my resistance comes from an enthusiasm of detail. (which may be my downfall, or say a skill better equipped for 3D work) It also works in favor of the game, to embellish the gritty realistic structures that adorn this 2D world, even though it is only 2D, expressed in 16x16 tiles at a 320x240 resolution. I feel like its style was more prominent in the sega gens/snes era, which this is a throwback to. 2D styles can still be detailed/realistic, and I want to enact that.