Don't want to be even more annoying but here it goes:
-trees in places that don't really look like artificial zones (man made) are placed very old gamish, straight. You could make places near natural places look more less artificially placed. Some trees are placed on artificial rocky tiles. In reality, trees would not be able to grow there (sure, if it would've looked like the roots were cracking the rocks...)
-the basin has only one tile and is very flat; also has little to no doodads and creatures are placed in corners; makes it look ugly, really
-still one tile on the terrain for the Gold Mines in the middle
-you could make the creep camps in the middle near the Market Place more interesting; think of an interesting combination of spells/attributes/abilities that they could be (example: Troll Priest+Wizard+Brigand with poison+Enforcer+Golem with Slow)
-the northern part has mostly two tiles for the terrain; you could leave those two grass types to differentiate the road from the boardwalk but then to the south of that, there's only one grass tile type which doesn't look that nice
Overall not too many doodads are seen.
Melee maps have to be symmetrical (there's no doubt about that here) and beautiful, I mean the terrain has to look somewhat impressive not like a Warcraft II map's.
Though there are some points I agree,
I think you are being "overly strict" in judging the aesthetic beauty of this specific map.
For instance, you keep pointing out two tiles, which I do not think is any problem.
If you take a look at other famous cityscape-based maps such as Wellspring and MarketSquare,
they are designed in the way Class Struggle is designed.
Maybe you will need to check them out.
For neatly organized cityscape type maps, there isn't anything else you can actually use
other than the "two types of grass" as buildable areas.
Well, you do have dirt, but that isn't much suitable for a garden.
The basic concept of the northern part of this map is an extremely neat garden grown by rich people,
and I wouldn't want any dirt on that.
The northern part is a strictly man-made artificial garden. So no dirt.
I would have agreed with you if the other part is also made up of two tiles, but it isn't.
I am using a variety of tiles near Mercenaries and labs, as well as on the middle area.
As for basin, of course they have to be flat as they are artificial; they are not naturally formed.
Middle area, again. They are man made gardens. I don't want it look messy with mud on it.
And that isn't even one tile only as there are thick grass and bricks.
Doodads are not everywhere, but they are in their appropriate positions.
I am using many kinds of doodads ranging from columns, houses, lanterns, boxes, statues, torches,
burnt houses, burnt columns, etc. and I think very enough.
Of course as a map reviewer you can give suggestions and advice, which I would appreciate,
but I think you are being way too strict in some way.
I wonder about my map still being on the awaiting list even after changes have been made following your instructions.
Other than anything, this map is literally functional, and is in no violation of submission rules.
You said this map looks like that of WC2, sorry I can't agree.
I know everyone has different aesthetic view but it has to be respected.