I'm not a 1v1 player, but I do have some experience in helping test and adjust maps and I've seen quite a few casts and streams on the map, so I'll just post some things that I found while I had a look around. Feel free to ignore them in favor of feedback of people who have actually played on the map.
I believe this map is meant to somewhat recreate Crossroads. What makes Crossroads such a good map I think, is 1) how open it is and 2) how easy it is to switch sides (fluent gameplay). I'll aim my feedback at making the map less "laney" in the middle and open it up more for infantry and light vehicles.
A. Add a hole in the wall at (1) for infantry and make the avenue at (2) and (3) slightly wider so light vehicles don't get stuck there as easily.
B. Add some green cover to help fight the big garrisons (similar to the big garrison on Crossroads) somewhere at (4) and (5). Maybe remove that inner corner high wall (the one just west of the garrison) or a portion of it at (4) and replace it with a low wall. The same could be done for that corner in the wall at (5).
C. Add holes in the walls somewhere at (6) and at (7) so infantry (and light vehicles for (6)) can move around the map easier.
D. I think the southern industrial part is too close to the center, which makes the western middle part of the map a bit too tight to move vehicles around in. Since the most southern part of the map isn't really used, I would propose to move the entire garrison section (8) like 10-15 range south so that the middle area (9) becomes bigger and better mirrors the north-eastern middle part of the map.
E. I think that the train platforms in the middle of the map are a bit too big of tank "no-go" area, which hinders armored gameplay. The area that is inaccessible for armor is pretty big which makes tanks less responsive. I'd suggest to remove part of the platforms at (10) and (11) to help make tank pathing more fluent.
F. Reduce the amount of "free" territory points for both sides in order to make map control slightly more important and potentially slow down teching. I would suggest to create Crossroads-like "heavy" cut-offs at (12) and (13), and move the strategic points at (14) and (15) slightly forward so they are easier to capture (for the enemy). Alternatively this could also or instead be done to the horizontal cut-offs.
