Thanks so much for this update, it makes the map a whole lot less convoluted. Even so, there are still quite a few bugs that need to be addressed, and I will try to do so with as many screenshots as possible.
You've done an OK job of preventing access to cut areas of the map, however this door still opens and can be walked through, making a near impenetrable area that Engineers can place their teleporters in. I suggest removing the door and leaving just a wall.
This room is similar to the above, but here it's an actual sentry hell. Cut this room entirely, including its doors, and move the full ammo pack into the room behind the Engineer in the screenshot. I also suggest changing the full ammo pack to a medium one.
Here's another forgot-to-prevent-access-to-this area. The vent props should be non-solid, and the platform being pointed to should be playerclipped so it is impossible to get on top of it as any class. You should also make it clear to players that these doors cannot be entered.
The sideward sliding doors on the map don't open in conjunction with each-other. They instead open at the same speed, meaning one finishes opening/closing before the other. Adjust their speed so they open and shut at the same time.
There's no reason for this hallway to even be this long since you've cut the spawn on the other side of that door. You should instead halve the length of this cove. The door, again, needs some skin change or an identifying object placed near it to show that it cannot be entered.
The doorways in this room, both the one on the left and the hole on the right, need to be made much wider.
This platform is unnecessary as it cannot be reached by anyone other than jumping classes. Including these kind of platforms in a map is not good design and can cause a multitude of problems in community server gamemodes.
This room and the RED counterpart near it are very claustrophobic. Try to make the passage wider and change the doors to the wider variety. You should avoid using the small doorways most of the time.
If it's even possible, try revising the passage up to the second floor. It's incredibly steep and doesn't accurately represent the ability for characters in Source to travel up these kinds of slopes at normal along-ground speed. It's also very cramped.
Finally, clipping. There are a lot of places in the outside area that haven't been clipped, allowing for jumping classes to get an extreme advantage over all other players. You should disable the collision of props that are closer to the top of the map but still inside the playable area, and add playerclips where necessary, especially in the roof (2nd picture) and caligraphy (3rd picture) examples.
I look forward to seeing the next version in which these bugs can be patched. Thanks for hearing me out on my unnecessarily long ramble.