So, I played this for a bit... I've been out of the game (both mapping and playing) long enough that I don't have anything like expert commentary to provide, but for what it's worth, here's a few bits:
First off: overall, it is good. Polished and fun. Kudos! The isolated tower with the high YA is a nice focal point for the map gameplay-wise, and it's always nice to have a unique "hook" to help people remember your map.
After some running around in the map, and then a set of games vs. Sabot, the following are the only things that bugged me about the play. More or less in decreasing order of annoyance.
- The circular jumppad by the low YA that throws you up and to the side. The convention for circular jumppads on level ground is that they throw you up and forward. This one took a bit of gettings used to, and even then it still "felt wrong". A visual cue for the jump direction here would be nice. Even if it's something in the surrounding architecture rather than the jumppad itself.
- The accel pad underneath the high YA. For some reason it bugs me that I can't leap onto this from in front of it; instead, I have to trundle around the side and get on from the "correct direction", which feels like a bit of needless hoop-jumpery. It may just be me.

Thought I'd throw it out for your consideration anyway.
- Finally, this is actually a bit more severe issue than the accel pad, but it comes up less often: The clip ceiling around the high YA is low enough that you will bonk on it if you attempt to rocketjump up to the YA.
As for aesthetics, no big criticisms here. Maybe the look is a little _too_ consistent across the map? A subtle variation in lighting, or edging, or something to distinguish the various zones might be in order. Also, random comment, it seems like the structure containing the high YA should peak out at a higher altitude than the surrounding buildings. Feel free to ignore these comments if you are happily and definitively past the visuals-work stage.
Bot bit: I noticed that the Sabot tended to get stuck on the ledge that holds the health shards, above the circular jumppad that I complained about. Some fiddly architecture there that could probably stand for some botclipping. (Although, the Sabot readme mentions monsterclip instead, which confuses me.)