I'd suggest changing the ceiling texture in the 1st and 3rd screenshots to something that matches up with the walls better, unless there's a specific reason the ceilings are made of concrete tiles
In the 2nd screenshot, you should try and mix up some of the textures on the house. It looks like you've got the architecture down already, but now it just needs something to spice it up a little more. Maybe the edges of the roof can have a trim texture, while the main parts of the house have a wooden plank texture? Also rotate the Texture Axis of the support beams in front of the door, so that the wood texture runs vertically along the beam. This will drastically help improve the flow of the scene and help make it look a bit more natural
Lastly, I have a terrible drawover, but its the best I can do.
I circled those specific areas to point out the way those brushes are "cutting" into the wall, and producing lines. This is because world brushes have to be on their own plane when they are flush against another brush, so the engine chops up the face automatically to achieve this. It usually ends up looking bad though, as you can see in the red circle areas. It gets even worse when you begin to use more complex geometry such as cylinders.
Just fix this by making the said brushes into entities. Func_wall will do just fine
You can also move the object 1 unit away from the surface so that it isn't touching it anymore. Beware that this will create unrealistic shadows though depending on where light is coming from
I agree with everyone that you've really come a long way dude. Keep up the good work!