In addition to the useful comments above, consider 3D functionality. There are two sparkish sounds at the start of 'Power Activated', one hard-panned to the left, the other to the right. Panning to the extremes can cause some confusion in a 3D game environment, as a sound suddenly might not seem to appear from where its source is. It's largely an implementation thing, but you'll want to have your sounds dovetail into whatever environment is set up--which you very well may have done, in which case this paragraph can be disregarded.
As Breakdown already touched on above, the drill sound in the 'construction' samples might become rather annoying if the sound occurs often. Perhaps it helps to use short bursts of drilling instead of the current 3 to 4 second long drill. Such as in
this video, for example.
Finally, consider the length of the sound effects. Can players rapidly repeat the actions that should (re)trigger the sound? If so, you may want to shorten the duration of the sound effects. Remember Age of Empires? Players could play bongo's if they kept reselecting a house building (dum-dum-dum!), which was really cool. What wasn't as cool was the cacophony you unleashed if you would do that with the barracks: the 'select barracks' sound took too long to finish so you ended up with aural chaos. Not really the audio team's fault, but it's nice to be forgiving to typical gaming behaviour. Players like to try to break the game, after all.
Having said all that, as far as I can tell without seeing gameplay context, the sounds are pretty nice! I really like the 'Power Activated' sound; it's buzzing with power but not at all intrusive to the ears. Nicely done. :D