Okay, I've played the beta enough to have finally made up my mind about this issue. The goodie huts, inns and such stand out well in the cloth map, but in the normal graphical view they blend in with the scenery so well that I actually prefer playing most of the game in the cloth map, just to make sense on what I'm looking at.
There are two main offenders:
1) Goodie huts and quest locations. I absolutely must have an option to have some sort of a glowing circle / square around each goody hut or quest location. The small glimmer that the goodie huts currently have is nowhere near enough. I want to easily distinguish which square is a goodie hut and which is just scenery.
This probably isn't that big of an issue when you have the settings Frogboy demoes the game with, where you don't have any lush vegatation in the game, but I want to have the world look organic and lively PLUS be able to distinguish special tiles from normal ones. Currently it feels like my preferences aren't catered to at all, rather only the version where the land is really barren and ugly.
2) Forests. Plain and simple. I have a very tough time seeing which tiles are forest tiles and which are normal plains, because the forest edges are so ambiguous. This is a problem, since moving through a forest costs more movement points than plains. If I want to explore quickly, I have to go to the cloth map to make sure I don't accidentially enter a forest square. Forest edges need to be distinguishable easier.