I played this map for the first time last night in a scrim, and I'm very impressed. It was a lot of fun, and felt familiar enough to other maps to understand it easily while still being unique.
One thing my team struggled with a lot (in our first scrim) was when holding our own 2nd point: We had a tough time understanding where the enemy team was holding or predicting where they were about to push from out of mid. I think this is a great dynamic and if possible would be great to maintain. Maybe this was purely a result of not being fluent with the map yet, but it really felt like we had less information than with most maps.
The flip side of that point is that while holding mid, I didn't feel like there was much spam to do as pocket - I don't know how games usually play out, and maybe that's not usually the case depending on where you go as a combo. I also don't think this is the biggest deal.
One frustration for me as pocket was that we had to decide which side of mid we were going to roll out to before the round began, because I need to start my ground jumps immediately. We wanted to experiment with rolling out through choke for an aggressive left sided mid, but often ended up with me rolling out the wrong way and starting mid without a buff. Maybe there's a better path I should take to mid in that situation, but it was a little frustrating because the few seconds after winning/losing a round didn't feel like enough time to make the left/right decision which I'm used to making as a team, or by the demo on some maps, during rollout. I can't think of a specific solution and this also isn't a huge deal.
When rolling out through the right side of spawn, this ramp was annoying for me as pocket:
Depending on my spawn, the ramp would sometimes be right where I'd normally shoot my second rocket during freeze time, and I'd end up not going as far or doing as much damage as would be ideal. I played one half where it gave me trouble, and another half with a different spawn where I never had the same issue. There could be a good reason for that ramp existing, but IF it's just for aesthetics, I would probably prefer to have a flat spawn room. I think I've always sucked at pocket rollouts for some reason, but I could imagine this bothering newer players too.
I'll update this post after we've finished the match week if I have more to offer. Great job creating a map that feels instantly familiar and also unique!