I dislike the one for rare materials, and the one for money also looks "cartoonish" perhaps is the right word. I am not sure what the rare materials icon is supposed to be, but it looks more like a can of beer to me, or maybe a rocket of some kind.
Aside from those 2 the others are ok. 
Although I wonder how many new players are going to think that they can shoot the oil barrel and make it explode. It reminds me of the ancient DOS game Duke Nukem.

The size is rather large as well, compared to units. (I still think that the units in webGL look small, but that is a separate issue, and I am not sure how many people share my opinion)
Perhaps what I find odd is this: When I think of a map there is always background information that I don't need on a minute by minute basis, but is there to see if I look. This is how terrain and resources should be as background information. I want to be able to see my units and the enemy units clearly and distinctively, as well as a precise location for them.

When looking at my city of Birmingham: The resource icon is displayed on top, as well as the province label. I have two unit types there, both planes and a ground force depicted by a railroad gun. These are jumbled together and "hidden" behind the "clutter" on the map. Sure I can turn the resources and labels off, but the units still show in a heap, especially if I add a third unit type, like a rocket.

or with resources and labels:

So the layering of
A) what is important
and
B)what is background
still needs work. In addition the coloration and shading of the units needs to be reworked so that they are what pops out, like what you did for these resources. It looks like my naval bomber in the above pic has a layer of snow on it. There isn't a crisp definition between the edge of the unit and the map behind it.
Once you turn off WebGL enhanced graphics you also have a "separation" between units. This makes them easier to see and easier to select. It is quite clear that all of these units are in Birmingham, and city is also clearly visible and clickable. This lack of separation is sometimes frustrating in WebGL, and results in more time needed to wiggle the mouse around until the one item you want to select is highlighted.
