Next are the Map-Proof-Reading and Rules-Lawyering Phases. Note that on the ASOP there is no Profit Phase.
As far as I can tell none of those hexes is, by rule, a gully. Per B19.1 a gully is "a thin, meandering black line enclosed in a light brown background which, in turn, is enclosed in a dark green background." None of the hexes you draw have the black line. That is relatively harmless, but it would be nice to follow the rule if not too inconvenient. Recent MMP maps also seem to ignore the rule (e.g. boards 2a, 5a), so perhaps it is too late to follow the rules that strictly.
My other observation that is a bit more disconcerting is that there are several hexes where it is not easy to tell whether a gully hex at level -1 was intended. As best I can tell, by rule all of I18, J13, N17, T8, W12, Y19 and DD14 are all gully hexes at level -1. Some of the artwork seems a bit hesitant, however. In hexes I18 and T8 especially I am left feeling unsure that this was the intention because the artwork doesn't go very deeply into the hex. My suggestion would be that where a gully hex is intended the artwork should cross more than three-quarters of the hex, while if a gully is not intended the artwork should not include all three defining colors and it should cross less than a quarter of the hex. Gully hexes need not capture the hex center in artwork but the artwork should boldly assert that the hex is gully in that case.
If you intend any of the hexes I think are gully hexes at level -1 to be regular open ground hexes instead, I would suggest some alteration to the map. The standard rules don't seem to allow for a gully hexside across a crest line that doesn't connect between two gully hexes. In particular hexes 41H5, 2bBB3 & 2bBB5, 80AA6 and 83P5 are all problematic in the rules. Wadi hexes do allow for a wadi hexside across a crest line that does not connect two wadi hexes in rule F5.11. I think everyone plays that a rule similar to F5.11 exists for gullies, but as far as I know there is no such rule. In any case as I said above if you intend any of those hexes not to be gully hexes I recommend you draw the artwork with as little ambiguity as possible, with only a very slight amount of gully artwork in the hex. The artwork should never go almost halfway or slightly more than halfway into the hex. If a product is developed that has crest-line-gully hexsides that don't connect gully hexes hexes, it should include a rule similar to F5.11, only for gullies.
It would also be a little better if the little bit of gully artwork in T4 were removed. I don't think it is enough to make T4 a gully hex (because it doesn't include all three colors), but there's no reason to force players to open up the rule book to check the rules if it can be avoided.
JR