Pics
Top left, decorative doors are nice, but sometimes its a little confusing - particularly for players new to the map - to have them textued so similar to ACTUAL doors.
Perhaps consider “textures/metals_sd/door_a” instead.
Top right, fan speed doesnt match the sound.
Middle two, some funny shadows. As McNite said, I think a few different light compile options would solve this.
Try (pick your own -gamma and -lightmapsize):
-light -filter -fast -shade -v -bounce 2 -gamma 1.10 -lightmapsize 256 -samples 2
I know -filter and -fast are conflicting, but meh.
Bottom, again as McNite said, those shaders dont look right. Once your past the blend you could just use a normal rock texture with no UVmapping shader properties (like tcMod_scale or q3map_tcGen ivector).
One more thing, you could probably improve FPS a bit if you did some vis optimisation using hint brushes. Here is probably the main one. I think you might be able to do it by making a hint brush the same thickness and height as the roof over the rocket area.
Experiment with that.