Illaya, I took your first map and tweeked it a bit. Please don't get discouraged, cliffs are so tricky and fiddly. It takes a lot shift-click mapping and super attention to detail, because the slightest thing can mess up the shift click with autotiles.
So here are my thoughts/things I changed:
- The stairs still bothered me, because if you were out walking in the mountains and came across stairs, they likely wouldn't protrude from the mountain but be carved into them. (Circled in red.) So I took the stairs and recessed them a bit. This will also help with the height/depth proportion.
- Also, there were a couple of places (circled in yellow) that were tiled funny, I smoothed that out. Another thing that I think helps when mapping different height cliffs is to bring them forward or push them back. In doing that, you need to be mindful of shadows. Cliffs that stick out further or are taller than cliffs next to them are going to cast shadows.
- Last, notice on my map I used shift-click to make the grass look like it is going behind the taller cliff. (Circled in red on my map.) Using shift-click for affects like this can really help add dimension.
- One thing I was curious about, is there a reason there are red roses at the top and bottom of the stairs? If there is a reason explained in your game, that's great, but if not it just looks really odd.
Edited to add: I didn't put as much filler stuff in simply because I have other things I need to be doing. If I were using this map I would definitely add more filler, but definitely pay attention as you do because it can easily mess up any autotiles you've used shift-click on.