Some spawn points in Blu are still spawning people into the ground. Although i'm pretty sure this has been mentioned before.. i just figured i'd say it still, incase.
Also i noticed a couple tall structures rendering Through the skybox from other area's (which wouldn't really be a problem, only it's selective rendering of particular faces, so it looks ugly). This is a tough one to combat without utilising rediculously tall cliffs/buildings to occlude an area visually, but i question whether areaportals have been utilised yet?
Perhaps it is a result of the sunset setting but the textures are incredibly samey. You seem to have the same problem with all your brown dirt as i do with brown wood in Avanti stage1. There's just so much of it. Gravel pit utilises a cliff on one side of an area, buildings/structures on another, and open vista's on the other 2 (behind fences of all things); i know you're trying to avoid being labelled as gravel pit-reborn with this project. But so far it's just cliffs everywhere (other than the back of CP3) which strikes me as uncharactoristically unimaginitive.
edit:
This was the building in question. Moving to the left a few feet made the whole building disappear as well, which is a big thing considering the structures dominance of the skyline.
Putting it into the skybox would probably be your best bet. But that would mean converting some of those windows into skybox models. Although, since you have custom models anyway, getting snipergen or anyone else who helped model for the map to convert a skybox model for you shouldn't be the most difficult thing in the world.
Or you could look at how Casili pulled the tower off in Badwater. Making it a func_detail somehow allowed it to be seen from all area's despite it overlapping the skybox brush cordoning the area's. They do this in Dustbowl a lot also.