Woods/brush: I'm okay with the woods and brush. It's a stylized version of what we're used to.
Orchards (BB8?): Are these out of season orchards or something else? I'm not sure what they are, but I'm not a fan. The 4 orchard tree images (in BB8, etc) are too similar in color to the terrain under them, and the blobs (shadows?) offset from them make it look like a blurry printing/offset error. There needs to be more contrast between the orchard trees and the background terrain, and I would eliminate the largely offset shadows (if that's what they are). Orchards are inherent terrain, so the 4 trees symbol is an abstraction anyway, so putting a shadow on them doesn't make much aesthetic sense. Putting on buildings (etc) makes sense, as they are physical obstructions. If these aren't orchards, the comments about contrast and shadow still apply.
Buildings: At first glance I would be hard pressed to tell you which buildings are stone or wooden or either. If it's an SSR that's fine.
LOS/Shadows: Like them in general, but make sure there's enough contrast between obstruction edge and shadow to be able to interpret LOS. Also, make sure center dots are not right on the edge of a possible LOS obstruction (see hex F14, MM12, LL15, etc).
Hexe S18: Are those orchards too? In season? Overall I'm confused about the orchards graphics on the board.
Colors: What's the thought process for using yellows/browns for open ground elevation differences instead of the normal shades of green? Overall I do like the look of the map, the shadows on physical terrain (buildings, woods, walls, etc) give it a slight stylized 3D look. I've always been a fan of outlining crestlines. Makes elevation changes so much easier to follow.