Let's do the East first, cause goldie just did the West:
ITALY - A+
Good shit, man. Good shit. You've secured yourself an ally, you've taken a center, Ionian is safe, and you have good routes for expansion.
I really like the IT pivot for both sides here. Turkey had other people wanting to be his friend, but he was going to have three fleets locked into a slow slog with Italy. Italy had no friends. Now they're the strongest combined power on the board, which wasn't the case with any of the other potential Turkish alliances. There's a lot of space to expand against Austria and Russia, and given how slowly the west is resolving, they have a good chance of pushing across the big stalemate line together before they break down or anyone gets their shit together enough to stop them.
TURKEY A-
All of that said, this makes a *little* more sense for Italy than for Turkey. I'm of the mind that securing an ally to help you grow quickly in the early game is the best way to put yourself in line for a solo, though some (like gold, I imagine) will disagree with me on that point. Given just how slowly the EG is managing to get anything done, I think Turkey could have played a game here of slowly feeding off of the other powers around him. His position is defensible even from all three of them, and all three of them clearly want to work with him. On top of that, he has a lot of fleets, and now that he's pushed them back, it's going to be pretty easy for Italy to bottle him in there with fewer fleets if they ever come to blows, which is probably enough to give Italy a slight advantage overall in such a conflict, though obviously there are too many variables to say that with confidence.
If the alliance is strong, you should be able to work these things out, and even barring that, a well-timed stab can negate that Italian advantage, so I still think overall this was a good choice, but it is food for thought.
AUSTRIA - D-
Your position was always tenuous, so there wasn't a lot you could do here, but if you were moving on Russia with Turkey, you should have thought about how that would make the board look. Russia was in BLA, so turkey was going to need fleets in that direction, which meant he couldn't push on Italy anymore at the same time you were going to be moving your units East. You probably should have seen this coming.
RUSSIA - F
You get a worse grade than Austria mostly because your position was a little better before than his was. The IT shouldn't have been quite as obvious to you as to him, but given how limited expansion options were, you still probably should have seen it coming too. Beyond that, your moves themselves aren't great. Black Sea supports Rumania to hold while Rumania moves? There wasn't a lot to do with the fleet anyway if you were working with Turkey, but that's a bit strange. The northern move is also unfortunate. You could have let Germany into Sweden, which either would have given you a 50/50 on St.P/Swe if he decided to leave it again, or would have created complications and friction in the EG. These are smaller issues than the diplomatic failures, but they do seem likely to speed your demise, which gives you less time to try to turn things around.
THE WEST
England/Germany - C+
You're pretty much locked into this now, so there's not much to do, and thus not much to say about what you do. I didn't comment last phase, but I think moving NTH to ENG instead of Lon was a bit odd. Germany could stab somewhat effectively by letting Russia into Sweden this fall while he takes NTH himself, and there was really no reason to open that possibility up. That said, you're finally going to break France, and Russia's going to be losing centers, so the floodgates should be opening for you soon.
FRANCE - D
Still haven't broken them up, and time is getting short. It's an uphill battle for sure, but you still have a shot. That shot will go away quickly.
A WORD TO THE ALLIANCES ON THE BOARD:
This game is EG, IT, and three powers of quickly diminishing relevancy right now. IT is slightly ahead of the curve, but that could change quickly with good tactics against France, and in any case, the most likely outcomes in these situations are a stalemate and a four-way or a single stab and a three-way. You should be trying to solo, so it's a good idea to think about how to change the status quo. Getting someone on the other side to stab would be great. Being the stabber yourself opens the game up and entices others to do the same, so that's also an option. You can also work to get the less relevant powers to do useful things for you in exchange for prolonged existence. I don't want to be too specific about what I'd do, in large part because I don't know enough about the states of all the various relationships and in part because that's your job, but it's something to be thinking about constantly as you move into the mid-game.