To illustrate a couple of vwv's excellent points I took a few screenies:
Cosmetically, these corners are bland and obstruct movement around the area. Opening it up a little by cutting off the corner on the right would allow smoother transitions between the teleporter exits and the corridor, and would probably allow some trim stuff to be added to coffetise the wall.
This shot illustrates the point about light trims thinning out space. Fortunately, there's a thick wall behind it so recessing the lights should be simple. Perhaps angling the walls or ceiling here would get away from the 'I was part of a block map' feeling this corridor gives off?
Dropping the floor under the RA down to the floor would close off the odd space where the 50h sits. Also, you can get inside the light beam in the middle of the room and stand in it.
Cosmetically, another thing that strikes me is the abrupt cutoff at the top of the level - it's all flat and boring above head height and you feel very enclosed even where there's 'open' sky above you. Giving some depth outside the reachable areas would look good - even some simple towers looming upwards.
After watching wvw's demo through the same kind of slowness became apparent in the way the level was being played. I count roughly 6 unique areas in the level where the player can be isolated with stuff to occupy a few seconds:
1. YA room
2. Curved staircase
3. Basement
4. RA Room
5. Top corridor
6. Middle corridor
I think this is what's slowing the pace down so, interaction between the 2 players is just a tad too sparse.
I know you said no major changes but it occured to me that you could flip the YA room entirely and this would open up the lower YA corridor a lot more, and make the jump up out of the YA room useful. Also tempted to state that putting the MH on the RA spot and putting a YA down where the MH was might balance things out better.