Well, I like what I see in concept. It seems as though this map combats at least a few of the things that blackmesa gets criticized for. I see fewer opportunities for camping, and I see more usefulness for rocket jumping and sticky jumping.
On that note, I thought I would point out that the catwalk that is over top of the central point is quite difficult to rocket jump to; the only way to do it, from what I tested, was to get next to it, and maintain a crouch all the way to the top. What this does is make it a very priviledged spot; it makes it valuable high ground for any soldier who actually knows how to do a full rocket jump; that said, it isn't all that accessible to the average player.
My suggestion to fix that would be to do like the catwalk that leads to the point around A on mesa; have 2 small staircases on either side that go down, and lower the catwalk slightly. Not much, but maybe just enough to allow soldiers to not have to crouch at the top of their jump to get on.
Another thing; the whole upper level, I feel, isn't going to be used well. I think that because of lack of access points in the middle, it's going to be very low traffic; that isn't necessarily a bad thing, but it should be noted, anyhow. I say that because once you're in the middle, from my exploration, there's no way to get up unless you're a solider or a demoman; you have to go there from spawn.
Speaking of spawn, I think you need to lose the auto-sentry. I see you've tried to deal with another of mesa's criticisms there, but I don't think it's needed. You have a sniping tower above, and you have a relatively open upper level; It will be possible to camp the 2 ground levels doors without too much pain, but camping all of the spawn exits? no way. I feel like the sentry just cheapens the map, really... makes it a little less professional, in my eyes.
Oh, and the last thing; the barriers. It's an interesting concept, but I think that it isn't going to be used very intelligently; I think it's going to be accidentally triggered in combat all over the place. The pads are right where a lot of the action is going to be, and granted, while that DOES make sense, I think people are going to be activating them without knowing what's going on.
That's my preliminary commentary; remember it's just that. I haven't actually seen the map in play yet, so I don't know how a lot of these elements are actually going to work. This is all speculation; take it with a grain of salt.