The whole "preset" area makes no sense at all unless you know what is it.
First there is that row with "bright orange text field with settings icon and some text, weird button, return/re-run button". Nothing here indicates that this is a preset selection or how to use it. Then there is some white text that is not attached to anything, so it looks like some general information. And then there's a whole bunch of random settings that you seem to be supposed to edit before pressing "play".
1.) Label the "preset" field. "Preset: " would be a good start.
2.) If it is supposed to be a dropdown, make it look like one.
3.) Is that "settings icon" thing clickable? I can't tell, but if it is not, lose it. If it is, make it a separate button.
4.) Drop the preset description in the main dialog and add it into the dropped down list.
5.) Hide all settings below the preset selection behind a "Customize..." button.
6.) Move the "Reset to preset values button" (I'm guessing that's what the red button does?) to the settings.
Unrelated to this:
* I don't think the "editable button" thing will work. That's a concept that doesn't exist anywhere.
* The "randomize" button should be a dice. "Shuffle" has a different meaning, it is a mode switch, not an one time action.
* I have no idea what the "replay" check box does, and I've played for a couple hundred hours...
* The first map exchange string button should directly copy to the clipboard (with a popup that tells the user that it has been copied). The second one should be disabled normally and light up (maybe even blink) if it detects a valid exchange string (different from the last one that was copied there) in the clipboard. Also, that string needs some human readable marker like "FactorioMapSettings:(.....)"
* Um, also those map exchange buttons look reversed in their meaning to me.
* The "Advanced" tab looks weird. I'd suggest to use the same layout as the "Pollution"/"Enemy expansion"/"Evolution" areas. Bold header line, settings below. And all of them actually could be sliders, which would better distribute them horizontally.
* The "ATTENTION!!!" icon on the "Preview" button makes no sense. It seems to say "you must go in here because there's something wrong you have to correct".
* On the sound settings dialog, the "Reset" button has no real use case. The use case "user changes some values, resets to default, changes them differently, confirms" just doesn't happen in sound settings. They either change their mind completely, or they are happy with their changes. That button actually makes sense for map setting, especially if the preview is on.
* Also, the sound settings dialog feel cramped compared to the old one.
* I really hope the real engine doesn't produce blurry text like the mock-ups have. (Hint: When scaling images by integer factors, set it to "pixel resize".)
* Windows that don't have action buttons on the right side (and title icons on the left) work better with centered title lines. At the far left the title gets disconnected from the content as it if far away from the users' attention area.
* The setting dialog actually has the same issue with the "Play" button. As it nearly has full screen height in 1080, even in the scaled down version, the button is too far away from the users' attention area. The users will see all the options first and look at those for a while before letting their eyes wander to find the play button. (Starting with the detailed settings collapsed behind a button would fix this, too.)
Some general things:
* Users should NEVER have to guess if an element is clickable, editable and where it belongs to.
* When mixing checkboxes and iPhone-style toggles, use checkboxes for "on/off" and toggles for switching between 2 values which are displayed left/right of the toggle. Or just don't mix them.
* Labels should end with a ":" if the are left of the value. Even if they are in row headers. Column headers should never have a ":".
* Mind your plural. While some words can stay singular in a plural list ("Advanced"), pluralize as much as possible. It's "Enemies", even so there only is one type of enemy. This is not a street fighter game where you fight exactly one enemy at a time...
* Mind the___________________________________gap. Alsobetweenbuttons.