Its getting better, but its still way to boxy, take a look at ravine, its got buildings all over the place, and the terrain changes height all over the place as well. Try to break up the areas with more stuff (buildings, rocks, canyons, whatever)
Cliffs and fences are fine but using one brush alone for the fence doesn't look so good, I personally like the dustbowl fence on the right (attackers PoV) in stage 2, but I've not seen it in many custom maps. basically you want to be adding supports to that fence (and no, the texture with supports isnt enough

)
Vary the height of the cliff and perhaps in a lower bit you want to use one of the model fences so you can see past it and put some interesting terrain behind it, again dustbowl and goldrush are great examples of putting fancy terrain outside the playable area.
The goldstream light, it looks a tad too yellow for the lightsource its coming from, also, what entity is it? a light_spot? or just a light? I'd use a light spot personally with an outer angle set to something like 70-80 and make it far less yellow
Since its nighttime the map is naturally dark, but that doesn't mean it HAS to be dark. Add more lamps to the outside of the buildings and give them all powerfull spotlights (1000 brightness+) and perhaps for the more open areas use those industrial spotlights, again with a wide angle in the light_spot and a big brightness (for a light shining on a far away surface try 2000 to start with)
Don't forget to couple your spotlights up with point_spotlight entities!
One final thing, Alpha paint!! There are a few threads about it from a day or two ago so they shouldnt be hard to find but you really need to displace the ground (not only in height) but to make the texture blend between the rocky stuff and the dusty stuf, that will add loads to your map and break up some of the repetativeness of the texture.