I believe this is what you call in the industry, a level up. Well done mate, whatever you're doing it's paying off. These are much better value wise and the comps are much better as well.
Think you are still going towards the extremes a little bit too much especially on the whites, your skies are very close to 100 in fairly large areas, so tone it down a bit. Once you've painted for a while, check your highest and darkest values with the colour picker or histogram and readjust using curves. (I prefer curves to level, because it gives you more control.
I'd say you now need to start thinking about exerting more control and having more layers inbetween your basic fore-mid-background values to add interest and depth.
Also don't always separate out the three layers so distinctly. In your comp create objects that go from fore to midground or midground to background continuously. It will feel a bit more real and really create the feeling of a real space, than distinct layers do.
When you have foreground layers coming down and touching the canvas (as in 1) it drops the viewer out of the scene so be careful about that. Also try extending things out of frame as well (eg far building in #1) as it adds scale and indicates to the viewer that the world extends out of the canvas and so is a snapshot of something real.
You're getting better in comp, but you're still not really nailing the rule of thirds in most cases. You're close but not quite there. It really is just a matter of plonking your focal points on the thirds. You can get creative later, but just try doing that consistently and things will automatically look better. Think about not just one focal point, but also secondary and tertiary points as well. You want to create flow between the focal points.
Did a quick tweak of the comps and values (except for number 2, I think that was too plain to really do anything to without painting more than I wanted to)