They're looking pretty workable already.
One tip for the colors: if you enable interpolated fading, you can also enable the "Fade CSet 5" quest rule. The fades are primarily used for item cellars and passageways in dungeons, but apply to side warps between DMaps with different palettes as well. But what this accomplishes is expanding the functional level palette by using CSet 5 for the constant colors between different level palettes. For example, all the torches in every dungeon use the same shades of gray and yellow, so by putting those in CSet 5, you leave room for more individual level colors in every level palette, and you can also fade them alongside those level colors.
Because by now, I'd imagine you've figured out that, like LttP, you're going to have to 8-bit all those tiles to import them accurately.
I don't think I'll have to 8-bit them. At least, I really don't want to have to . These would have to use a bare minimum of two c-sets each (one for the walls, and one for everything else) and the third c-set will be used for other area-specific objects. The color depth will be reduced to 8bpp (256 colors) and the pertinent colors will be arranged into ZC friendly c-sets.. hopefully. The cave area only uses 12 unique colors for everything there. That can easily be made into two c-sets with a few overlapping colors, and about ~8 extra slots for other colors between the two. The very first one uses 26 colors, which can still fit within two c-sets. The one with the roots, however, does use 40 unique colors, so it will make full use of all three c-sets. The roots will be their own layer, as will the borders. The interpolated fading idea is good though, I've never used it much though, myself tbh.
To clarify, the images I've posted are not from ZC. They are from GG, and are exactly as the graphics appeared in Gunple, and are not entirely ready for ZC on a tile by tile basis. They are also full color, currently. They will be edited further to "unlayer" the ones where applicable.
edit: I ended up making them 8-bit. I had intended to rip these for others to use, but the time it would take to mask off tiles, and manipulate palettes, it might not be worth it since people might not be able to fit them in with other sets easily, unless they want to edit/ recolor tiles in those sets for this palette structure or are already using 8-bit color. These will be ripped in 8-bit, as is, but I'll continue to test stuff out. I'd like to not 8-bit it, but I may still submit them, with that caveat.
(I also have next to zero image editing experience. I've never touched PhotoShop, and I've.. *gulp* used MSPaint notoriously throughout the years. I'm using GG, and Paint.net more these days, but yeah. I am trying to learn more about this stuff, not just for ZC, but just because .)
edit 2: It's not as bad as I thought. It still only uses two c-sets, and looks alright in ZQ. Still need to hack together some locked, closed, and bombed doors though.