Yo man, let me critique you. =)
I have looked at your recent workshop entries and think here is a good place to leave it.
GI-RE Chabaz Apartments
GI-RE Interior Bar
Booth are nice ideas and look pretty good. Now I mention booth, comes to mind the critique on the bigger picture when you try to establish an actual experience in your own built universe.
The apparements are a great idea, and I think your style is pretty and advanced in its detailing. As I see that you spent some time into building I think you might consider this additional build philosophies:
First of, if we compare the bar with the aparetments interior we immediatelly notice: the bar is 4 blocks high, the living cells are 3. Now this makes sense, if the appartments are meant to be cheap ones. But I think you didn't consider that.
Either way, you have 2 options to improve here: Make a second appartment complex, that has wealthy living space, and make the small apartments appear cheaper or more dirty, as they are low price sector.
Or, and that's is what I would do: Any building you build in your city, should have bigger and more distinct interior. 4 high rooms for the start, 5 is better. And not just stairs, but staircases, and elevators. This is likely to double the size of your appartments, and might blow the overall city size. But on the other hand you have the opportunity to actually give your buildings some unique interiors for each room, and make them feel alive and enjoyable to explore. The appartments with 3 high rooms are not worthy to explore right now for me - I see one room, then I know how the whole building looks.
Another way to work around this "not alive feeling" (if its all the same inside it doesnt feel dead, it just feels like all the same and then you look at it and think: it just looks like a building, but inside its not a building as all the rooms are just generic copies, it doesnt feel real) buildings, as the rooms are all the same, feeling: Make more interior props, that you can place randomly into your rooms of the apartments. Those props can all work with rooms of at least a size of 4 height, 5 is perfect imo (5 leaves me with many room for more complex props, you can take a look into my
shipyard thread for examples). More examples: TV, 3 different sizes, small gaming controllers in front of a tv (round pipe plus stone fragment in front as steering wheel), different tables, paintings with displays + ascii art, chess table with an top faced display having a asccii grid on it - I can prolong the list,if you need more inspiration. =)
Anyway I like that you try to build usable schematics and the overall idea to build like that is pretty effective and looks pretty good in the end.