For most of the tracks, I cannot imagine how they can be looped. The difference between music sections is so large. I'm not sure how they feel in a real game
"Setting Sail" for example. the first 2/3 is in an epic sound, The brass and percussion really make it good. But suddenly, it goes quiet. I'm not sure why they differ so much and how a game scene could use it.
Maybe you're making a sound for the cutscene or the player is programmed to reach a certain point at exactly the time when the music changed.
Maybe you've combined two tracks into one. "Waves, Pirates & Sea Monsters" for example, I will cut it into two tracks, one is "Waves, Pirates & Sea Monsters (Loop)" and a "Waves, Pirates & Sea Monsters (End)" so the developers can use them more easier.
I think my concerns are more in "how the developers are going to use them". They are not loopable. Neither is the music structure nor the music design. That's why I said, "they sound more like tracks for movies instead of a game".