The Blastoise revamp still got pixels from the old color. A lot, by the way. Also, you've kept the dark gray from the old gen sprite instead of changing it for black. The same happens in Growlithe. One more thing: revamping is not simply about coloring with a different palette. You didn't do a revamp, you did a recolor using the colors of a sprite of a newer gen. revamping means reshading. The shading looks bad at points if you use the revamped colors, which, sometimes, isn't noticeable in the old gen sprite. The outline shading looks just terrible, and you kept it that way.
All of your outlines need to be more dynamic. Never ever use straight lines in Pokémon sprites. Never. This is something you do quite a lot. They only look good on few effects, and Pokémon based on animals, specially, should not have straight lines unless their anatomy strictly requests it to be like this (and even then you could always change it). However, it is not possible to fully evaluate the quality of your sprites because few to no of them are finished. Sometimes straight lines actually work well when you shade the fakemon the right way, but we can't know that because you have at least 16 sprites with no coloring, 5 of which you haven't even cleared the outlines yet. Work in Progress is something. A million of unfinished sprites is another completely different.
About your newest shaded fakémon, as I said earlied, study anatomy. It has a head and a neck. The head overshadows the neck part, therefore this part of the body should have been shaded. Hands and Feet don't end up squared the way they are in your sprite. It seems like you cut out its arms and legs. The tail has a shadow on top and the highlight on bottom, when the light source should be coming from top left, therefore making the bottom right shaded, when it is not. The hidden ear is the same color as the other one, when the one to the front should project a shadow on the one in the back. You have used a lighter outline shade in parts that should be dark, like in the tip of the tail. The light outline should not coincide with the dark shade. You have only shaded the outline in the beige parts of the body, simply ignoring the brown areas. Do not make an outline to divide colors inside the sprite (the transition between the brown to beige in the tail). The effect looks good on the belly. The mouth cannot be white. The beige horn and one of the arms are also invertly shaded. The shading on the body should follow its shape, the way you made it it is almost s diagonal line, when it should be a curve. Be careful to make pointy ears, it's tricky and if not done properly it looks bad.
Please check the differences below:
These were just some quick changes. There is still more that can be fixed, but, unfortunately, I don't have much time. Notice how you don't need outlines to create shapes: the shading does it by itself. With two colors, I showed where is its head, neck , body, legs, arms and everything else. You'll notice that I also changed its outline quite a bit. This is not a perfect sprite. I edited yours in a hurry, but I did the best I could. I'd like you to check them closer in Paint zooming in, so you can spot the differences and study the way I did it to see how you can improve your shading. It's not easy to put into words, and pratically impossible to teach someone how to shade. The best way is studying, observing and practicing a lot.
PS: I just noticed I forgot to color the mouth. Use some shade of red for that, but NOT from Paint's custom colors. If needed, get one from a real pokémon's palette.