1) It mostly looks bad here because because you appear to be running on a really low graphics settings. I'm not really bothered about this aesthetic as it's not uncommon in other maps.
2) Will fix!
3) Many TF2 buildings follow a relatively generic appearence and appear multi-purpose in terms of storage. Tires and barrels are common place and easily disgarded into back rooms. As for the overlay, i interpreted it as a simple advertisement more than a label. relavent signs usually go on the front of a building.
4) Will fix!
5) Unfortunately you cannot assign shadow groups to displacements, this is an issue at 3 locations around the map and practically impossible to resolve, even with additional direct lighting. I'll see if i can get a light underneath the floor displacement to even out the shadow as it appears to be related to the % of the displacement covered by other geometry.
6) The map isn't lit with proper lighting as it's beta. I'll be sure to utilise the proper lighting settings for RC which will hopefully resolve this issue.
7) You're the first person to point this out in the 2 years the wall has looked like this. It's not really that noticable during actual gameplay but i'll try some alternatives.
8) A minor aesthetic issue that is common place. I'll try using a non-detail version of the texture here and see if it looks better.
9) The reference material for the CP1 area i used were areas of the final scene from Terminator 3, inside the nuclear bunker. The same was apparent there, but I suppose i could frame the other side of the path, against the cliff wall. But again, during actual gameplay this is a non-issue.
10) Hm, that's odd, this wasn't an issue before, i'll address this.
11) Suspension of disbelief will hopefully cover this background disreptancy, there's no reason why those panels cannot be accessed from behind and for there to be any need to access the front area.
12) This isn't industrial, it's a part of the spawn room washroom theme.
13) Rofl, this has been a pain in the arse since alpha. I'll address this properly next time.
14) I believe this is a graphics setting issue, this is not a problem for me and as far as i'm aware no one else has documented this in the past 3 beta's which included this greating.
15) see "5"
16) Those aren't RED props. They just have red bits on them. Plus they have no alternative skins. They're just oil canistors.
Thanks for going through, i guess some of these issues really should be resolved in RC since some have been there for multiple beta versions but not worth the time to address until now.