Thanks! And critique is always welcome, especially on maps.
To be honest though, all of those screenshots are quite outdated. I'll update them soon.
Well, I suppose the Action Battle System, custom interface, and storyline will be what really makes the game stand out. I admit the use of RTP tiles and characters will take away from the games uniqueness, but I want it to be compelling in a different manner than simply shiny custom sprites.
I think it will start to stand out more once I have more physical evidence of such. I admit the game is very conceptual because I want to get all of the bugs out of the engine first before I start mapping and designing. I'm pretty happy with XAS right now, but it's complex and will take a lot of work.