Hey, so fun fact: CompilePal never actually compiled either LDR or HDR cubemaps for me. Thought maybe it bugged out at having to switch between LDR to HDR, but apparently it never even did LDR to start. With that said, previous bsp files would only have HDR cubemaps, and an attempt to make LDR cubemaps resulted in crashing because the file was already packed twice over. Now I know: Full basic compile, then build each of the cubemaps myself, then pack+repack. My bad!
Additionally, despite these point entities existing in Mercenary Park, sniper spots are considered obsolete, I guess. I resolved this issue by using the brush entity func_tfbot_hint and marking specifically for snipers. I do recall on previous maps of mine that this method actually worked, and TFBot snipers would consider these spots. TFBot Engineers seem to work alright with their respective point entities, and there wasn't necessarily a need for the nest point entity. Of course, feel free to test that out if you can deduce the lack thereof impacts them harshly or not.
Finally, I've gotten myself a laptop, both to use professionally for work at a later point, and for personal use, such as stress-testing maps. Upon playing Dune on the laptop, I was averaging out 30-60 FPS; ideally, the additional skybox brushes atop rooftops should help block some visleafs in the calculations. We'll see how that unfolds, and if anyone has any recommendations on how to help the FPS if it is a severe issue, feel free to let me know!