I've played this map twice now, in a3 and a4 and I have quite a few comments.
Firstly, your waves have a bit of a pacing problem. The wave with the bonk scouts lasts way too long as the bonk scouts just come out at the end and you just have to wait for them to spawn to kill them as they come in. I feel you also need a bit more content in it before the final wave, multiple people went "Wait, final wave already?" when we got there, but that may be because of the previous scout pacing problem.
Your money is currently weird as well, second wave gives like 1500 and then the wave after that only gives 600? And the final wave drops nearly 2000 credits from the bots just as they're coming in, which is fine because buying canteens as it's going on is interesting, but it's just a bit ridiculous for no reason.
As for my other comments on the waves, the neon support pyros being a squad makes them move really weirdly, I feel they'd behave better if they were separate. We also felt you should rename them to jerkoff pyros because their constant quick attacking makes it look that way.
The new loose cannon demomen are a bit much, imo. There needs to be a break in their firing or only come out one at a time because the sheer spam is just ridiculous, at least as an engie or pyro who can't really do anything about it. Not to mention they do it as soon as they spawn so you spend about 20 seconds just trying not to die to their cannonballs before you can retaliate.
I feel much the same way about the final wave with the spamming scouts. Spam isn't really that fun and your waves are just full of it to artificially inflate difficulty. Maybe the final wave would be okay if you weren't being flung half way across the map (I hit the skybox many times) from the knockback soldiers that come with it - tone those down or replace them with something else because it makes trying to deal with the spam impossible. The final boss is an interesting idea but hardly threatening, especially with the 2000 credits you're equipped with when it spawns.
As for the layout, well I heard the building was a WIP but you need to do something about it. It's too convoluted as it is currently, and that's not helped by the upper route the bots get to spawn directly into it. If you look at most MVM maps they're actually fairly linear, and this is for a good reason, people don't like bots appearing from behind them without expectation and not knowing where to go to deal with them. The building has no clear defense spots for where you can fall back to because the bots come from and seemingly go everywhere. (By the way I should mention here your arrows are bugged, they show multiple routes at once so you have no real idea where the bomb carrier is going)
The fact that this building leads into the hatch area from so many different angles that flanking bots can take just makes the problem worse. I would heavily suggest looking into the second half of the map and streamlining it a bit with some better spots that players can fall back to and defend. Another thing that I've noticed in a lot of maps, including my own, is that there's no good place for a teleporter either.
I enjoy the theme, and your waves have some fun ideas, this map could be really good. But at the moment it's honestly more frustrating to play than anything else.