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Second, work with the terrain, not against it. The reason why many nice-looking cities have winding main highways is because they conform to the terrain. The only time you ever want to turn a rolling hilly landscape into a flat field is when you're building an airport.
Third, even if you're building a uniform grid city, you can still work on other things. Play around with your zoning, landmarks and other unique buildings and try making a nice skyline along a waterfront.
Fourth... practice. Play around in sandbox mode with money turned off and everything unlocked. See what you can build. And to note, most of these "art" cities were built in sandbox mode and preplanned, not developed naturally.
https://steamcommunity.com/sharedfiles/filedetails/?id=528318290
And here's an earlier attempt to break from the grids. I started with the top half, but kind of reverted to my usual with the bottom half (though I do like the look of the botton half):
https://steamcommunity.com/sharedfiles/filedetails/?id=1111295896
I guess in the end, do whatever makes you happiest !!
As a guideline for myself I wanted to focus on an extremely "green" city almost like Walt Disney city of the future. Rings of parks with a heavy emphasis on transit and biking and all the highways came to the direct center of the city with a triple traffic circle to distribute trucks into the first few rings which were all industry and commercial squares. Followed by parks to absorb sound and pollution then low density residential neighborhoods followed by high density residential grids and topped off with an office zone buffer and agriculture and forestry industries.
Traffic flow stands at about 70% which is a few jams that clear up when the light changes back and forth.
Anyway that's how I do. It's good to balance beauty and function, a pretty "city" is nice but there's no challenge in growing a city to 50k and making a ♥♥♥♥♥♥♥♥ of canals imo. Anyway your screens are actually really nice and I think you're on to a nice design with those overlayed 90° squares.