I agree. But you have to learn to do it properly first, and as a more learned user of the maker, you shouldn't object to helping him outright, and tell him to 'learn to event himself'. I dunno.
Moving on; the game itself. You need to seriously work on your mapping, bud. Open, repetitive, blank space, when it comes to mapping on these of makers, is a huge sign of amateurism. Which does not look good. On the other end of the spectrum, clumping a map full of unnecessary crap doesn't work either.
The best tip I've seen being thrown around is that 'nature isn't symmetrical'. In real life, forests are not equally four squares long on either side with an exact width of six squares for a naught-but-grass path in between. Don't be afraid to make the edges jagged. Chuck some plants in there, too. Maybe a few twigs, or perhaps some logs somebody's left behind.
Secondly; look into getting a battlebacks script. They're not too hard to find; I use Synthesize's personally. The way RMVX creates the natural battle backgrounds is ghastly. This takes a lot of time to put into use properly, but using a tool like MWSnap, or even just knowing how to printscreen, and spending max 10 minutes organising a battleback - if you're copy-pasting from the maker - is a cheap trade-off for an infinitely better looking battle system.
You might want to look into getting an ATB or CTB system, too. As things are, the simple Tankentai SBS is pretty much an added on requirement for RMVX. I find it too... static. Again, your call on all of this. Just my input on the whole thing.