I have intentionally turned down the anti aliasing (or rather I finally figured out the issue). Previously, when I was initially making graphics, there was a lot of feedback about them not being "crisp" enough (or blurry looking). At the time, I overcame this by outlining things with a black line and then down sampling. This caused edges to stand out a little more because the black would essentially bias the colors during the down sampling. Unfortunately, this comes with the side effect that a lot of fine coloration is lost.
More recently, I've learned out to better control the outlining effect, anti aliasing, and noise reduction. Personally, I believe this has resulted in better coloration and overall quality in the graphics (artistic skill not withstanding). This particular "hot lab" has the same overall settings as all the recent graphics (I've tried to unify the file structure and formats). I think this ultimately results in crisper in-game detail without sacrificing as much fine coloration.
The graphics are really small and we're trying to jam in some small details. If I get close to my monitor, it certainly doesn't look better...but if I sit back at a normal comfort distance, I feel I'm able to pick out fine detail without it looking overall blurry.
That being said, I did put some dark details above the central windows that don't really come out very well. There may be some tweaking I can do around the blue windows as well.
As for the coloration, I continue to end up in some back and forth. Early iterations of the Tokamak were also met with similar feedback as here. The red light was deemed too much. But if I stick with more basic colors (like the recent comm tower or the solar receiver array), then the feedback is that they look monotone and/or flat. I was intentionally not making all windows the same yellowish light for variety. Perhaps, if anything, there might be too many windows. However, I've attached the same building here but with the other light color for feedback.