Number one: Ship wakes
Generally, the cavitation wakes ('foam' trails) behind ships in our game are given a slight continued widening until disappearing. In reality such wakes do no such thing. Because they're comprised of air bubbles, they do not continually expand in areal coverage due to the friction against the surrounding water. Rather, they essentially remain in place (outside of the initial turbulent mixing). And so real cavitation wakes maintain a basically constant width.
The .eff file responsible should therefore have the finishing size of the .tga the same as its starting size. To have this expansion occurring looks cartoonish; a constant-width wake looks far more realistic.
Number two: High clouds
Of late there has emerged an aesthetically pleasing approach to representing the high level clouds. And that's by the wide use of photos of clouds comprised of water droplets. Such clouds as stratocumulus and altocumulus look more interesting than cirriform (ice crystal) clouds due to their greater optical depth and shadowing.
But here's the problem from the science standpoint. They're necessarily placed at the same 7km altitude as the stock cirrus clouds, where ice crystals dominate and water droplet-based clouds seldom occur. (The in-place water drop clouds being cirrocumulus and aircraft contrails, and the intruders being the rising tops of towering cumulus and cumulonimbus.) This incongruity rubs this old met man the wrong way

. It's so odd to see the kind of denser cloud found at 1-4km being raised to the regime of the cirrus.
Another incongruity. For those cloudy sky graphics that show much cover by optically dense cloud, the treatment of ground (and other objects) illumination as being like that for thin cirrus is a bit jarring.
I did try for a while some number of these cloud graphics, but have gone back to the more proper and correct cirrus. To this end I have begun to make 2048 pixel cirriform images (just one so far), not having found any made elsewhere.