Yeah, that drop to the JP to the MH was an interesting addition. I didn't notice the pit around the statue and kept trying to jump from the landing. I did think the pit, when I spotted it, was going to kill me. Anyway, the result does stop the map from being a run from one major item to another. The addition of a few more bots helps.
But I agree with Obsidian's remark about the scale of the map being a bit on the large side. I noted on this occasion more than on the previous one that the corridors are quite long with little cover. Anyone tooled up with an RG or PG is going to make life difficult for an opponent in such places. Perhaps a balcony or two, as you've used with the RG, would provide cover if it's needed.
I was also thinking about the passage where the lava pits are and wondering "Why?" (Yes, I know Q3 architecture and realism don't necessarily have anything to do with each other.

) It's not as if there's some major item when you reach the mid point thus making the entry and exit from the area a little difficult for a reason. Probably you can leave that particular hallway as it is. It isn't vital to change it.
The distribution of health items is a little more reasonable. I didn't feel I was hungry for more even with the increased number of bots in the map.
Good to see some extra detail, including the new windows. The alignment of the texture on those arches needs fixing, but if it's recalcitrant, you could always stick a thin brush between the column and the arch as a support for the latter so that you don't need to worry about texture alignment there. (Or you could do what you did with the arches in the quad/invis room.) A few more pictures wouldn't go amiss; perhaps portraits. Even a little more detail, something to break up the large flat expanses of wall in the map, wouldn't hurt. The gates are a nice touch, but it'd look better if you could restructure the arches so that they fit the gates better instead of the gate emerging from stone work.
Something seems wrong with the new skybox unless it's the way it's being rendered by my graphics card. At least one face of the sky seems lighter than the others and not everything seems to line up. Don't know what's up with that.
Think about adding a JP in the LG room now that the MH has been moved out of there.
Which reminds me. What's going on with the TP? I'm wondering whether you've set the destination target too far back, but it's almost as if I'm double teleporting because I get a very brief flash of the back of the tp texture before I land.