If you ask me you have a more graphical than a naturalistic approach. Maybe it changed now as you are using Sword of Mana styled grass, but all in all your style works with pretty simple forms.
For example: egg shaped trees, sphere shaped bushes
A cliff in a RPG is always a unnatural thing, but it's really easy to compensate with the graphical style like the one which you used with your earlier versions. Why don't use rockpiles with a clear form and a clear impression of height, when the roots of your trees won't fix it in the ground. Also how your leaves are lying directly under the trees seems more stylized than naturalistic, but OK.
Facet and Ptoing already posted great references.
You should aim for one direction and keep this direction througout the whole game - otherwise you will end up with a bunch of pieces with the same colors and which looks at it own pretty good but built together they have a pretty different graphical appeareance - you also have this problem now if you look closer.
To be honest it's pretty obvious that you started with a very minimalistic approach and tried to add more details. If you directly compare the foliage of your bush and your trees I see 2 completely different styles. The bush lives from less colors and clear clusters, while the foliage lives from it's gradient and the strong impression of light. If you count the grass in, we have a third style which works with positive and negative shilouettes. The way you made the shadow of the rocks would be the fourth approach in this piece - if you compare it to the shadow of the trees it looks completely different and there are some other minor discrepancies as well.
For ideas always gether some refs:

All of them have a pretty different approach. Can you imagine any of them with your graphics?
the best thing you can do atm is to choose your exact artistical direction - this will heavily affect the way of the development.