I hope everything is legible!
edit: Whoops, didn't notice the image extended past the area I was looking at. It's taller than I thought! Big oversight! Well, my opinions still apply, but with taller walls. The building with the doors is fine for height, but the area with the satellite needs a taller wall, as do the new walls + building I recommended you add be taller.
Anyways, the general idea is to make any *textural* changes over prop additions, as props do not necessarily help a map's aesthetic. In fact, it oftentimes just adds clutter, the "junkyard effect," where a map looks like a hillbilly's front yard with trash strewn everywhere across it. Not to mention the problems involving FPS that can occur with too many props... So overall, try to opt for making textures more complex as well as adding any vertical/horizontal geographical lines to walls via func_details. A good example is in pl_badwater, the stretch after the first cap the cart passes by. The wall on the right is a very simplistic wall, but superb texturing + some detailing geometry on the building to add vertical lines really make it look good, but not so good that it distracts from the game or looks out of place/more like a piece of art.
You know what? Overall, for detailing, I'd recommend you take a look at badlands, badwater, and dustbowl (stage 3). All 3 share the idea you're looking for: a dusty, industrial environment. Badwater is especially good to look at regardless of type and theme of map due to the fantastic texturing on the map. It looks so good with so few props!
Also, looking at the image again, the concrete area the tracks are on, try to make that more clean and separate from the dirt around it and raise the concrete surface in relation to the dirt a few units. Not too many (4 units sounds about right). Of course, you'll need to add clips to make walking between the surfaces nice and smooth!