sorry for the delay on these final crits, and thanks to rob for reminding me
destruction piece - i think there are 2 problems here. The first is with the smoke - seeming like an overall darkening rather than smoke. Smoke has a source, and then gradually dissipates in the air. You need to show its source, where the smoke starts out narrow and thick and then gradually dissapates into the atmosphere.
The second problem is with the destruction. Your buildings have what I like to call easter-egging, where they become just an exterior shell and you forget all about what is inside them. As a student of architecture i assume you know your buildings inside and out, so in the destruction you need to show that as well, not just the exterior form like a shell. Texture and rubble and colour changes would help as well as just erasure.
The snow one is good but it needs more form to the snow, at the moment it almost looks like you have just changed all the top planes to white. Think about snow piling up against the edges of towers, melting snow running down walls and creating watermarks, and even falling snow in the air to help suggest the environment.
The night shot has 2 main problems, the first being general handling of light/forms. Things like the moons reflection which would go straight down, not at an angle.... the lighting on the foreground buildings (rimlight??) and especially on the clouds, which look like they are lit from the opposite side...
The second problem is with the yellow lights. The simple rule here is to make sure you think in values, not just hue. It looks very muddy because you have just layed some yellow over the blue, making a muddy brown-green colour. You need to work with more opacity, improve the value contrast, and maybe experiment with some colour dodge brushery or another effect to achieve some glow to the lights (unless youd prefer to do it alla prima). Always remember to check your work in B+W every so often.
destruction - same with rob, it feels a bit easter-egg ish. Where is the interior? Your destruction forms make it look like a wall, which was a problem from the original anyway. Also needs colour, texture, etc shifts in the surrounding environs to indicate what has happened.
Night - this one i like better. The values mostly work, though you could do with some more refined thought on indicating the planes... moonlight could also be good to flesh out the forms with a second lightsource.
Rain - feels a bit too desaturated on the first read. While rain does dull an environment, it also adds some coolness to it generally. There will also be impact effects from the rain, flattened grass, trickles of running water etc...