Well, I am afraid you still don't really got the feeling for scalings on AC. Indeed, this map is huge, which isn't really the problem, but the height of walls, ceilings and the long open areas are problematic.
You know the WQD should stay within a 5,000 average because of performance reasons in the first place. That's one part of this limitation, but furthermore you have to consider gameplay issues, while desinging the major layout.
Have a look at the blue base. There is a huge open range you have to cross to reach the flag and there is a small wall at the opposite side. (see the upper left picture of the screenshot) Imagine 2 snipers camp behind it, in order to guard the flag. It would be almost impossible to pass the field as attacking team. You can't throw nades that far, by the way.
The layout doesn't meet AC's gameplay-capabilities and that is the major flaw. I doubt it is fun to play, to be honest. If I thought there were ways to improve the gameplay, be sure, I'd tell you. But I seriously can't think of any changes without reworking the entire layout. I don't want to discourage you, but I'd drop this map. The detailing would take loads of hours and I guess a fair pickup placement would require even more hours of test playing. The completely dark skymap + huge open areas without lightsources makes it damn hard to create a realistic (or at least fitting) lighting.
That may sound harsh, but this isn't my intent. I think trying to finish this map will be frustrating and in the end a waste of time. Get yourself a piece of paper and think of a proper map layout put into a suitable scenario. Draw down your ideas and always keep in mind that there should be places to hide, enough space to move, no dead ends aso. Avoid narrow corridors, oversized halls and - my favourite quote from the official mapping docs - let reality be your guide. Finally, when you start to create the map keep comparing the scalings of your map with offical ones.
You former maps used to be fairly small, this one is pretty big, I am sure you'll now find the right way by aiming somewhere in between. :)