Panic Attack: I will look into the sniper situation. There's a few potential solutions for that. I also need to make sure that the railings on mid road are all consistent in height. Aside from that, this played almost exactly as I hoped, I look forward to continuing to test it.
Contour: In addition to everything Debbie said, I also found several areas to be a bit cramped. Moving around the map wasn't as fluid as it could be. The ramp with the railing running up the middle of it is a particularly good example of this. I would focus on smoothing everything out a bit and just making some of the connections more fluid. Aside from this and everything Debbie said about the weapons, I'd need to play more to say.
Excavation: This felt rather good for flag. I spent a lot of the game in a Mantis, and everything there felt very good. All of the sightlines and routes work quite nicely also, the vehicle balance is spot on. I don't know how much I like the bases, but I think they work quite well regardless. The central cave area works very well also. I'm interested to play Extraction on here sometime soon.
Exin: This was a beautiful map aesthetically. The use of varying angles made the map's geometry feel rather unique and interesting, there wasn't really any lazy cover either. As the others have said, spawning was somewhat problematic on here. The map, while well segmented, is not particularly large and this made 4v4 spawning rather dangerous. I'll need to play this one some more before giving more feedback.
Narzlid
Deliverance: This was another great looking map which established a very cool theme. Unfortunately, this theme felt rather familiar to those of us who have played on The Ark. The map didn't have the strongest height variation, it was largely based off of the flat water area (which I'm sure will be a point of contention in itself to some people) with a few structures built off of the flat terrain. One of these structures could dominate most of the map, even though there were a few positions to counter it from. Also, the Binary Rifle is a huge no-no to have on a competitive map as it is immensely (and inherently) overpowered, especially on a map as open as this one. I'll need more games on this before I can formulate a moe accurate opinion of it.
Chronmeister
QWOP: This went rather well for a first test. CTF felt pretty good. What this really feels like to me is just another good Mock map: it hearkens back to some of Halo 2's urban maps (namely Turf) and makes for a fun battleground. I would prefer to see chain 'hogs on the map to rocket 'hogs, but that's mainly a matter of personal preference. I have some concerns about some areas on the map being under-trafficked: the vast majority of the action appeared to take place on the high side of the map. While this area felt pretty good, the low side got virtually no traffic as far as I could tell. Let's see how this goes in future tests.
Shipwreck: This is a map which provides pure, unadulterated BTB fun without taking the design too seriously. Driving around on here is incredibly fun and fluid. The map creates a fantastic atmosphere, and the organic geometry is very unique. This is a fantastic map to play Slayer on, and I'd imagine that KOTH would be excellent as well.
Cold Feet: If I was rating this on my own personal enjoyment, I would probably give it about a 1/10. That said, I could definitely see this fitting into Action Sack rather well: it's easy to pick up and understand and I imagine that the Action Sack crowd would enjoy it.
Laser Ball: My personal thoughts on this are similar to those on Cold Feet. Again, I feel this is easy enough to pick up and play that it would fit into Action Sack. I do think that the oddball should be auto-pickup to avoid throwing of players who are used to this feature in Halo 4.