My friend,
I'm back home and available for correspondence.
You did a nice job overall. The hull damage is very prominent due to good normal mapping and I think you can even add yet more drama to its looks by weathering it out at random places and scratching and rusting it more...
But it has one strategic drawback in its concept: each armor plate on the hull looks as if it were painted at its own production area at the factory separately from the other hull plates, parts and accessories. The mosaic's individual bits and pieces don't fall in place as a finished camouflage pattern when assembled into a common hull.
This isn't how it's done in real life. I was born into the family of a high ranking army officer, and I saw it many times with my own eyes at the military bases I used to travel with my parents in my childhood and green years before I went to college.
Military armor doesn't get final factory painting at all. When it comes to the deployment sites, it is only pre-painted with common greenish dark gray primer. And only once stationed, it gets finally camouflaged in actual colors and patterns of terrain and scenery it is deployed on: black and white zebra of snowy tundra, bright khaki of rain forest, or pale beige of sandy desert. But in all cases, the camouflage pattern will be continuous and consistent across the entire hull.
Look again at your reference picture (or even the original .blend model) to see what I mean. Your diffuse maps don't look like veritable military camouflage. You will have to redesign the diffuse map topology and/or even remap the UVs of certain model meshes to correct it.