A bit more play on this map today and I threw the following thought:
This ledge is quite a set piece to be holding just 20h when there's so much health elsewhere on the level. Perhaps 1 50h would make this an interesting spot for some action. The risk of jumping across would carry more weight.
This area in general feels like it needs developing a bit, but I can't suggest exactly how. The area feels cramped but at the same time the route to the RG feels too long. How would it play with the staircase to the RG moved to the opposite wall, thus shortening the trip distance to the RG and allowing the length of the room to push out a little more?
EDIT: Some more:
A see-through bit above this doorway:

And some random tiny cracks in the rock (to the left of the crosshair in the second shot. Tiny.
Was there water here originally? Because it looks like there was water here from your choice of floor texture. If not, the texture and location of this corridor (between the stairs and quite low) makes me want there to be water here:
Given the performance you probably get around this point of the level I dunno if these flags are worth having. They look odd from this angle and they're not prominent - the performance impact probably outweighs the visual gains in this case:
Last nitpick. This texture looks like a stock id one (the purple metal). If you're going custom textures you might as well replace this with a custom too, cause if anyone wants to integrate the level into a non-Q3-based game (*cough* cpma standalone *cough*) they would have to work around it:
