Your cave map is better without the lines - it's still quite apparent which number belongs to which area, and less cluttered (plus better for direct play on platforms that use maps, like Roll20).
The only thing I'd change is to nix the Dyson hatching. Maybe it's just me, but whenever I see that my mind automatically classifies it as "amateur work", simply because of how common it now is in newbie pieces and mass-produced shovelware. It's not so much about the aesthetics of it, but rather the weird mental connection it makes. Other than that one thing, I'd say your maps deserve a stamp of approval.
Disagree in part. The numbers outside the rooms can make it harder to know which number is assigned to which room if there are a number close together. This particular map isn't bad (although you can see how it might be a problem with #7), but later maps in the style could be a problem.
Also disagree on the hatching. It helps distinguish open space from solid rock, and if the alternative is solid colours, it uses too much ink/toner when you print it.
Also, the colour for rubble is too dark for my taste, my brains registers it as some sort of solid obstacle. A different sort of hatching could register it as passible but difficult (and also save toner).
Re: Temple, agree with squeen on the secret doors, I prefer an "S", and generally use a two-tone one (white outlined in black or black outlined in white) so I rarely suffer visibility problems.
Also - and this is less a mapping thing than a keying thing - when you key the temple, keep in mind that sound carries in open spaces. It drives me crazy when chambers have no doors, but the module assumes the monsters inside won't hear combat from a nearby chamber that also has no doors. For example, whoever is in #13 should have a good idea of anything noisy happening in #2 or #8.