Hi,
I have a strong opinion about this map, sorry if I say some bs.
First, I think the water-focused aspect of this map doesn't work with Team Fortress 2. The lag compensation doesn't work well with water, so high ping players usually have a bad time... it was my case when I played this map on the UE server (I'm from Brazil... sorry about that). This isn't very relevant, so you can ignore it.
For the TF2 aspect of things:
Soldiers and demoman's are ineffective because is hard to do reliably damage when the enemy is on the water.
Spies are a annoyance when you can backstab people's feet.
Pyro sharks are too powerful... of course
And the fast heavies deal a lot of damage and are difficult to counter. I understand you've added a speed boost when touching water so it's not a pain to navigate, but you have to reconsider every other aspect of the game so it doesn't get unbalanced.
For the map itself:
I think there's too much detail and a lot of things are underscaled. Some hallways are too tight, combined with too many details that make it difficult to see what's going on AND navigate because no clipping. All this PLUS low FPS because of poor/no optimization. At the end of the playtest I was a bit dizzy, which is really not common for me.
You don't have to add detail to every wall, you can often use simple art and it will look better and play better (less noise). Don't clamp everything with random stuff just to fill the space, it'll be hard to navigate aswell. You can always use lighting to make empty spaces more interesting, especially high demand areas where a lot of fights take place.
I recommend going back to the sketch board and rethinking a lot of things about water-focused gameplay. Of course, you can prove me wrong, but with the current state of the map (in my opinion), it will be more painful for you than for me.
Good luck.