Hmm.
Well, the grass certainly isn't bad (slightly repetative, but that's been mentioned), though there are numerous problems I can spot... That is, if you don't mind me doing more than just giving you a number to work with.
The bushes actually look okay to me. Perhaps the 'center' of the green bush part should be a bit lower, implying a bit more of an overhead viewpoint, but apart from that, they don't look too bad, and certainly fit in just fine. I might suggest making a few variations of it to spice things up a bit, though. (the little rosebushes look fine to me as well, though again, two or three other variants would work wonders)
Now, the trees... They look rather rushed. The top implies a direct side-scrolling perspective, while the base of the trunk (roots, etc) seems to suggest a more overhead look. This is a problem I used to encounter alot myself, and still do now and then. It's good to have a defined (even if not completely visible) 'center' point for things such as the tops of trees; the lower it is, and the more you modify the edges to fit its position, the more of an overhead effect you get. A rather extreme example would be the trees in Zelda 3 (A Link to the Past), on which I based the trees for LL... It's a very simple circular design/pattern, and the center point is very obvious and defined. I prefer a slightly more subtle approach, but it's up to you. Of course, the trunk and base should match the angle you choose, or something will look amiss...
Simply put, the tree tops are very vertically flat, something which implies more of a side view for this type of tree. A more full, round shape with a more defined center point will help that quite a bit. (another note: the tree trunks are a bit too dark, I think... and perhaps lacking in contrast)
Now, the house... Or shelter... Or log assembly...? It's a bit hard to tell, frankly. If you're going for the Dragon Warrior-esque 'roofless' design, You'll definately want to make the walls taller-- Also, some lighting almost always works wonders. For example, from top to bottom of one of the wall tiles:
4
3
2
1
...As far as brightness goes. Not a perfect gradient like that (that's a big no-no in pixel art of this kind), but you get the idea. Also, if there's some interior light source, you can also have some light coming from the bottom, like so:
4
3
2
3
Again, not so black-and-white (hurr hurr, pun) as the little number diagram-- The light on the bottom half should be much more subtle and small, but hopefully it gets the point across. You could also do a few tiles to represent light spots if there are lamps or somesuch nearby... Middle being brightest, edges being darkest, etc. I usually use it for torches and the like, but I suppose there's a chance someone might decorate their house with antique torches...
hifty: (or sconces... ok fine. sconces)
As a general rule with houses of this type (which I rarely if ever do anymore, though it's more of a stylistic choice), I like to have the walls at least 2 tiles high, and have a third tile as a 'cut-away' ceiling tile, like so:
######
#
#####
#
#####
#
#########
#
#########
#
#########
#
#########
##########
##########
##########
White being the ceiling, and the two shades of red being the wall. Unless the structure in your mockup/screenshot is meant to be a low-walled log assembly; though I'd still reccomend some lighting on the walls in that case.
Hope I wasn't too harsh, just taking a break and I figured I'd offer some critique if you want it.