I really like this layout.
There are quite a few doors that are safe to open, thanks to the careful placement of walls and corners. The LOSs have been very well-thought-out on this map. A+ there!
It seems like a VERY melee-friendly map, with lots of obstructions to LOS.
However, there are some significantly long LOSs from one side to the other. I imagine that in many cases the player on the left will need to start in the lower-left room, in order to avoid being shot from between the 2 doors in the top-right room (which is where I expect the right's softies will usually be hiding).
I've done some square counting, and both sides have access to first-round gambit without movement breakers and/or speed boosts. However, the right side will have a shorter path from starting-area-to-gambit; the left side can only reach gambit if it starts its gambit piece outside of that main closed-in area. That piece looks like it should be safe at first, unless I'm missing some towed/swapped-shooter options.
The prevalence of 2-square walkways make the map not highly huge-friendly, though that has never bothered me at all.
Characters with flight will obviously enjoy this map. It will also be excellent for tough melee characters, because it will give them a chance to close the gap on shooters.
If you'd like, I'd be willing to playtest this map a few times before you move ahead into the art-design phase. I'd find a way to add it to Vassal, so that I could work with some of my Vassal buddies to see how games play out on it with various squad-types. Lemme know if you're interested; if you're not, then that's fine too.