I think this is definitely an improvement on your previous forging endeavors, Steel. I have some feedback from our test yesterday which can hopefully help improve the map further. I won't go too in-depth, as I only experienced a single game on here. More details would likely become apparent upon further tests, but this is what I saw yesterday.
Firstly, the map is what we normally call a "donut" meaning that it has a straightforward circular layout with little more than objective and weapon placement to control flow. Donuts are typically frowned upon as they become stale and lack meta depth in gameplay. Donuts usually lack defined control points and this combined with the unrestricted circular layout leads to movement around the map feeling random and unpredictable. I would advise making an effort to restrict the flow through some areas. Creating some chokepoints and lessening the porosity* of the routes on the map will go a long way towards making encounters more deliberate and meaningful. This can be done by creating more defined control points and by clearly defining the purposes of each route around the map. Right now, there doesn't appear to be much in the way of clear advantages or disadvantages to any given route and they appear to be rather homogenous in function. Ask yourself: "why should players want to use this route over another?"
Currently, the areas with the snipers appear to be pseudo-control points, but given the ease with which they can be flanked (due to the porous circular layout), their power is extremely limited. Aside from these, the platforms near the A and C hills** are somewhat useful, but are little more than raised platforms and don't offer much in the way of controlling the map. In contrast with the relatively plentiful and porous movement options, the lines of sight on the map are somewhat limited. This goes back to the ease of flanking and the generally unpredictable and random nature of movement on the map. Again, chokepoints and more defined routes and control points are the answer.
Another thing I noticed was a lack of verticallity. There is moderate height variation throughout the map, but there is little to no vertical overlap and little meaningful vertical movement. Again, the sniper platforms are a start, but more overlap will go a long way towards creating vertical engagements and incentivizing vertical movement.
That's all for now. I realize that was a bit of a mouthful, so let me know if I can clear any of it up for you. Hopefully you find it helpful.
*When I talk about porosity, I mean the ease with which players can move between different areas around the map
**These may be incorrect hill callouts, I am referring to gold platform which is in a few of your pictures and its symmetrical counterpart