Spawn locations will need a lot of work and these were thrown in very roughly indeed. I doubt they’ll match very closely in the next one.
But yes, I hit a techical limit with the number of command map flag spawn locations you can have - 16 (unsuprisingly). I actually had to delete 1 batch of Allied spawns to make the map run - Allies originally also started outside to give a bit of non-street fighting right at the beginning, but these had to go. I’ll be re-jigging the spawn locations anyway, and possibly playing with the idea that Allies can spawn at their current ‘fighting level’ spawn as well as the next level highest. Depends on how this works out for Allies spawn-camping from the level above 
Also, I’m working in a method ot prevent Axis getting so much of a ‘jump’ on the next level (it has been reported that Axis have actually won quickly due to leaving Allies behind entirely!) - when a gate is blown, Allies will temporarily get an ‘immediate respawn’ time (eg 5 seconds) so any dead Allies immediately respawn in the next location.
RE: the mid-level death traps, yup it’s a bugger. Originally the level 4 gate was satchelable to acknowledge the fact it was very near the Allied spawn, but unfortunately it had a bug that meant you could destroy it without actually triggering the script to move everyone up to the next level. With a script patch the only way I was able to fix it was to make it dynamitable, which is, yes, a complete pain, but suffice to say it won’t remain like this!
Also, there will be numerous other things, including more routes (plus more detail - framerates in the city themselves aren’t a problem, although don’t expect any framerate too radical from the beacon!), but also a means of enforcing that Axis move up the city (by a hopefully rather nice graphical effect that I’ll keep secret about for now until I’ve coded it in) so that play never stays locked on one level for too long. I don’t feel an hour is too long a time limit, but I do feel it’s too long to be stuck on one particular part of a map, hence why I’m be doing enforced progress (although Axis can’t just sit back and wait for it or they’ll lose). I am not in favour of extending level time at certain points of the map (eg Marko’s Temple) because I think it’s pointless building a huge level if you sometimes only get to see the very start of it, and it also negates from the ‘epic’ feel I’m aiming for in the map (well, all of the ME maps).
Anyway, now I’m back from hols I intend to work like crazy on my maps for at least the next couple of months so hopefully progress will be quicker than it has.
Thanks to all the feedback, both negative and positive, I appreciate it!