...Mainline, I would wager, was accepted and shoved through by certain people before being thoroughly played, and this MNM seems to have shown some scale or flow issues with what has thus far been a very solid map...
That's probably because the map wasn't properly alpha tested for gameplay issues before it hit open public distribution. What's happened is everyone has seen this relatively well detailed map hit the scene and most of the players have gotten overly excited; creaming their pants over the excess of detail only to find it actually plays worse than it looks.
If you don't mix a cake properly and use the right ingridients/process/proportions then the cake will taste aweful. Here we have a map that has had shortcuts taken in its development and the result is a sub par experience.
Swaty, for your own good, alpha test your maps properly to make sure your layouts actually work before getting into the fun part that is detailing ones map. Most of your layout changes have happened in what would be defined as beta stage, which is only awkward for
you since you're changing more work than you should need to. We all know it's more interesting placing props and texturing buildings, and that we get to see the final results of our work sooner (which is satisfying), but there's more to it than that if you really want to create a map that both
works and looks good.
You've actually taken most of my advice in terms of changes to mainline and the result is a better final product (so congratulations). But in order for you to get through the issues most of your maps have
quicker, block out layouts in DEV and get them tested before detailing. In that screen shot you've shown us it shows at least 132 different "test" versions. You could have probably reduced that down to 10 if you had DEV tested the layout before you detailed it
and gotten out later (more complete) releases
sooner by not wasting your time making details that only get removed later.