yeah as I said it was more of a ref sheet, and it was more for one particular project and their approach, they were having trouble.
here is more of an attempt at a tutorial, without words, If anyone thinks it needs words just tell me I'll spend more time on it, its just a basic and efficient approach to dimetric ISO, this is at 32x16

I will point out that making a pattern grid like that
helps greatly it is an 16x8 grid broken down to show the offset to some degree. If you look at the light colours as rectangles and the dark colours as rectangles you get that checker board, then offset to that you have a checkerboard of hue (magenta & orange in this case) also the grid allows for a convenient palette space

if you use this approach you can break it down quite easily into 16x16 tiles, which can be assembled in a map/tile editor Like I showed at the end, this approach is great for using the fill tool to block in fast terrain layouts for mockups especially, then concentrate on making the detail for each tile, and overlap can be used for some effective grid killing and works great for grass and foliage. If anyone thinks these are helpful enough I might tackle another thing slopes
great stuff Cyangmou, I did noticed the typo "ligthing" is presented twice in the lighting method section. one thing I think your tut would benifit from is when it's showing measurement and ratios to have it within a grid for context, it'd be much easier to grasp within the context of game graphics.
Edit:
I'm extremely inexperienced with tiles.
A couple weeks ago I thought I'd give it a shot.
Something I noticed is going up a half step gives more visual difference in height, because of overlap, than going up a full step:
^
those cool tone tiles are pretty psychedelic, and yeah half steps allow much more freedom and definitely add a lot more variety, in that scenario you generally do half step bottom and top pieces and some flexible full height filler generally 2 variations that can tile together works well, there are a few things to be learnt from FFT because it is a great use of pixel level dimetric projection.
what the heck might help people so I did this just now, didn't spend too long but tried highlighting a few things

SD=standard dimetric, the irregular line looks more organic, and the approach to the corners is varied and effective. the small pink highlighted segment is just to illustrate how much the foliage overlays, a major factor to think about when considering using it in a game is the layering order, I'd encourage a seperate layer for grass foliage and even trees and various environmental props.