I always love tests, and I really think posting them is the easiest way to learn. So I totally support your workflow. Also, this reminds myself what I started with, several years ago. I'm sonostalgic..
Indeed, I want to tell you that I didn't spent a lira or euro cent in CG lessons: everything I do comes from internet tutorials and many many hours exactly of what you're doing. So, keep on working and you'll sure be selling these one day!!!
A few hints from me, sorted by topic:
1. LIGHTING
Generally, I see interesting lighting in all of your scenes. "Interesting" means what gives importance to the elements of the scenes, or even some sort of mood to the image; the only one not so convincing is the open-air shot with sun/sky, which results to be flat, but that is not the main error of that image after all. If you plan to become an "architecture visualizer" try to look for the best ambience suited for the subject (the one with the bedroom in the mountains is very good, for instance) or the lighting which brings out the essence (the asphalt closeup in escellent). A render is absolutely not the same thing if you change its lighting...
Sadly, mostly in architectural shots (excepted some very rare cases), natural lighting has to be integrated with artificial lighting, which in CG requires additional "technical" skills to correctly balance colours, calculation efficiency etc. BUT you can postpone this stuff and keep on training on the basic lighting situations. I see you manage very well HDR maps, so we can go to point 2
2. MODELING
Scale is a very important thing to keep in mind, but someone else already popped up with it.
I'm adding my best-seller tip: DETAILING!

In all of your scenes there is a dramatic lack of detailing! Don't think of it as a loss of time, but instead as a mean for the light to appraise your image! every single edge you draw make light bounce differently in all directions, and this will end up enriching the final sensation fo sure. Obviously, don't model details which noone will ever be able to see, but model carefully everything which is in direct view (or mirrored).
Very frequently, detailing implies the know-how needed to build up things in the real life: if you're an architect just keep on studying. If you're not, or if you want to extend your knowledge, just take a look to architectural photos on the net, magazines and techical sheets for everything you model for the first time. There is a load of things to know to make an object done and properly working. Keep in mind: the lesser the subjects of the scene, the more the details to draw. So, if you're modeling a fountain pen, you must model even the carving on the metal of the tip; if you're modeling a room, you can stick "only" to architectural details

(in the bedroom in the mountains for instance there is no skirting where the walls hit the floor; there aren't any additional lightsources, or any sockets; the glass curtain wall is hermetic and that won't happen in a bedroom; the floor is....yes: what is the floor?

)
A second part of modeling is about objects: those too have to be carefully modeled. But architectural visualizers are not designers, so we don't care to model chairs, sofas, armchairs... THAT is actually a loss of time! BUT there are plenty of companies which struggle to try to make us happy selling pieces of wonderful design furniture perfectly modeled for us! Just lose some time searching through their magnificent databases and choose the best suited-fot-the-case model/s. I suggest you have a look to designconnected and evermotion archmodels.
Next step is try to learn how to handle extremely detailed models, choosing between importing them when they're not tooooooo heavy), and when using them as external references. Spend some time learning this, it will help you a lot in the future!