Alright. I finally found the time to give this a look.
As I said before, this map has been improved exponentially from its first version. So good job on that part.
Unfortunately, it still has a couple issues.
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Bumpy floor: The flooring in this map isn't even this makes players do little bobs while walking. I suggest evening this out.
Tight tunnels: There are some tunnels at the lower that are too tight. I suggest making these wider to give players a little more dance floor.
Ordnance: Personally, I wouldn't use a Beam Rifle for Ordnance because of the weapon's ridiculous aim asisst. I'd use the regular sniper rifle. There's also the spawn time of the weapon.
Any power weapon respawning at a time longer than 3 minutes (180s) is respawning at an overextended amount of time.
I would have 3 minutes as the highest time for a weapon to respawn. You don't want them spawning more than that because those long respawn times tend to dull the gameplay on any competitive map.
Tip. For Ordnance, reduce the respawn time you want for a weapon by 4 seconds. So if you want a weapon to respawn every 3 minutes (180s), set the timer to 176. This is because it takes 4 seconds after the time you set before the weapon actually drops.
Border: I'd raise the walls in your map. You don't want players walking on the border and using them as a platform. A border is a border. Players shouldn't be able to stand on them. They should be used simply to keep players from escaping your map. The map's kill boundaries should also be hard to hit. Not as easy as jetpacking a short height.
Flow: The map's flow has improved, definitely. But I feel like the flow is still a bit too random/uncontrollable. By that I mean there may be too many movement options on the map.
Aesthetics: You were very inconsistent with the pieces you used in this map. This lowered the aesthetic quality of the map.
Another thing about aesthetics that I wanted to mention is that, for a map to be top notch aesthetically, all its pieces should fit together and should look like they're in place.
What I mean by this is, one should avoid merging the pieces of his floor, walls, etc. Basically, you don't want the textures of the pieces overlapping. Everything should be neat and clean.
I don't know if this is something you'll be able to fix so I'm saying this so you can keep it in mind for your future maps.
Unnecessary routes: I would seal off the space in the ramps merged with the wall doubles. I'm talking about the areas with the Corner 2x2 pieces.
Flatness: There are some areas in the map that lack height variation. This would be the outermost ring. You typically don't want paths that long to be flat so I would suggest adding some subtle height variation.
The flooring of the lower level of the Matchmaking map Dispatch is a good example of this.
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That's all the feedback I have for now. If I was to give more, I'll have to play the map more.
But for now, this is it.