People seem time like Procyon, that's a good sign :-)
The biggest issue seems to be that the map is quite large
and the nexus room has the tendency to become a human
pulse-rifle arena. Having played a few games myself
I think I should concentrate on gameplay and try to get the map
balanced.
Decorating the Nexus-area would be a great step forward,
IMHO adding some places to hide could also reduce
the "big map" feeling.
I was thinking about adding a promenade on top of
the nexus-room and stairs up in the connecting tunnels.
The cathedral needs a way up too. The upper area is too inviting
for campers.
Very important: the spawns should be moved.
I' m still not sure where to put them,
any suggestion is welcome.
Some other issues have been found:
-a few tyrant traps that need to be fixed
-the alcove in the cage room should be somewhat larger,
the stairs needs some work too (it's floating in mid air and
is somewhat wobbly)
-the room at the north entrance of the nexus (with the red tunnel)
needs work too (It was an inspirational low, but the last room needed
to connect everything

)
-I would love to have water flowing in the waterway but this is
eye-candy and will have to wait
Concerning performance:
I did some PVS and r_speeds,
it doesn't seem to bad. Even the nexus' largest view
keeps it around 15K verts.
P.S.:
The weird shiny texture seems like a lighting artifact,
it can probably be fixed with some extra brushes.
P.P.S:
Console commands for map testing:
http://tremmapping.pbwiki.com/Console Commands