A few technical things first:
This area needs widened, if a Tank is passing through it then trying to squeeze past it is impossible.
A lot of those windows can't be walked through, though they look like they can.
These 2 side routes almost entirely invisible and almost entirely useless, could use a reworking.
For whatever reason robots would prefer to take the lower ground here rather than take the bridge which makes little sense to me, perhaps a func_nav_avoid down there for most bots would be helpful.
Overall I think the layout is promising, but something I've been noticing with a few of the custom MvM maps is that they're missing the pit in which to throw the bomb carrier. In all 3 Valve maps there's a pit or trench that if you can launch the bomb carrier into, they need to take the long way back (Or in Coaltown's case, the carrier dies and the bomb is sent directly to that start) and while there is something of the sort in your map, it's both right next to the hatch, which is something Valve avoided and isn't that significant a setback, something to look into perhaps.
Onto your waves, I'm not sure how much I should comment on about them, since they're supposedly just a test set to get the map out there, but I'll continue under the assumption you'll be building upon them.
I love the hats you gave to the robots, seeing a Shotgun Heavy with the Toque or a Backburner Pyro wearing the Head Warmer in a snowy environment gave them a sense of character. To that end, I was entirely disappointed that the hat wearing bots only came around in the first few waves, I'd like to see every Heavy bot wearing a Toque and every Pyro wearing a Head Warmer, not just the first wave.
Speaking of Shotguns, variety is nice, where applicable why not mix up what weapon the bots are using with a RandomChoice. Some Heavies use the default Shotgun, others the Family Business, Flare Gun or Detonator, Eyelander or Claidheamh Mór. (Make the Reserve Shooter Soldiers actually use the Reserve Shooter :O)
Looking forward to a2.