@Shion Kreth
Here are just some general thoughts about planning out a town or village. Mostly they are questions that you could usefully ask before you begin mapping.
I would start off by doing as mlogan suggests and shrink the space between the houses. Think of an ordinary town that you know - what's the proportion of buildings to open space? It would often be around 75/25. Yours is more like 20/80.
Depending on the type of town/village that you are mapping, the next question would be - how grid-like would the layout be? Older towns/villages or more rural ones that you have seen will be much more irregular in their layout than a modern one, which is designed to get a lot of people and cars around efficiently. So what sort of setting do you have? Once you have answered that question, you can begin to think about how to relate the buildings to one another in a way that feels more natural.
Then think about the function of the buildings that you are including. Inns would normally be near the entrance to the town, not some distance away. That is not only for the convenience of travellers, it is also because residents are less keen to have lots of strangers tramping past their front doors. Shops are often close to one another, for the convenience of customers, but also, again, so that residents are not inconvenienced. So roughly sketch out for yourself where things will be located before beginning your map.
External appearance of buildings.
If the internal map of the house has an upstairs then it makes sense to show that in some way externally. Often it is easiest to use the 'attic' window tile and place it on the roof. That keeps the appearance of the house more compact. A larger house (perhaps the mayor's house) could have 2 rows of ordinary windows. That immediately tells the player that someone important lives there.
Types of roof.
Generally speaking towns have similar roofs. Here now I come to something which is, perhaps, just personal preference. Unless there is a very good reason, I don't think that mixing flat roofs and raked roofs works. A flat roof is more common (before the last 50-60 years) in hotter, drier climates; raked roofs are needed for places that get a lot of rain so that they can shed the water. Your choice of roof style feels a bit arbitrary, perhaps just a way of making a visual change.
A public square
Most places, even quite small villages, will have some sort of public square, in the sense of a place where people gather and things happen. Think about the function of your public square. Is it where people gather to get news? To buy things? To sit around and chat to people? Is it a public garden? Is that necessary in a town with so much greenery? Once you know what your public square is for, then you can include what's needed, and place it where it will do that most effectively. In a small town/village, it will almost certainly be in the area with the well.
Where do people hang out their washing? How do they "live" in this town? Too many RM maps (including many of my own at the beginning) look like no one could ever live in them successfully. If your town is a rural one (which I'm assuming it is, judging by the amount of greenery), would people have gardens where they grow vegetables? If you look up this page, I have a map in a spoiler which is an example of one way (and it is only one way, there are lots of other ways equally valid) of making a rural place look like it's lived in. Also, think about paths. Your path looks like it's a dirt path made by people walking, rather than a paved one. People do not walk in neat squares. We take short cuts if we can, so think about how people will go from one part of the town to the other, and do your paths accordingly.
From the point of view of the player - can I get to where I need to go relatively easily? Do you, the developer, need to give some sort of signal that one house contains something important? If so, how are you going to do it? Give it a different colour roof so that it stands out? Put it in the direct line of travel to somewhere that the player will want to go to (e.g. the item shop) so that even an incurious player might be tempted to stop and check it out? Unless you have a specific reason for doing so, do not put important places in some obscure location.
As you can see, by answering some very simple questions before you begin mapping, you will get something that is both functional and visually pleasing.