@Raider
This is just a suggestion for polishing, rather than a necessity.
It's the problem that the autoshadow does not overlay onto B-E tiles. This shows up fairly clearly in default lighting, but when it's a darkened screen, it shows up even more as the shadows are that much more dense. Could I suggest that you make an equivalent shadow and put it somewhere on a B-E tile. To make it match use black, 50% opacity and half a tile wide. Then in situations like this, remove the shadow 'underneath' e.g. those barrels using the shadow pen, and then apply your B-E shadow with an event set to 'same as character'. For the shadow at the entrance, because of the leaves you have applied, do the same thing with the priority setting 'beneath characters'. It will look so much better.
EDIT
@FeaR616
You posted while I was typing, hence the need to edit.
Nice, though it would probably be more helpful to see the whole map so that one can set this bit in context.
One thing I did notice is you are mixing XP and Ace elements. e.g. the log behind the tree, the one in the water, and the odd matching bits strewn on the ground. It shows that they are more pixellated and have a different saturation from the Ace tiles. I suggest you paint over them to reduce the differences, and adjust saturation and brightness until they match more accurately. Above all, change the shadows which in XP are blue/purple, and in Ace are black. If you use GIMP or Photoshop it is the work of moments to select just those areas, delete and while still selected, use bucket fill set to the opacity you want.
I think I would also add more blur to the sun rays and/or increase the zoom and/or reduce the opacity a touch, as they are far too hard-edged, imo. Although one may often seen rays like that at a distance, and in the sky as it filters through clouds, by the time the rays reach the ground they are much more diffuse.