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There is always the danger of ruining difficulty if you allow too many approaches because then you have to make some areas more inviting (=easier).
My main thought is that it has some vicious chokepoints. It makes it a bit like there's a strong linear progression between tasks. When we split up, it was mostly because some people we tackling something while others decided to explore ahead. Most official maps presented at least two path options in every situation, such that A-team and B-team could avoid each other right up until the stairs. It's very interesting seeing your map diverge (heh) somewhat from that.
I'm a speedrunner at heart, so your map sure forces a change of pace for me! Nice job finding a niche the official maps don't quite fill.