what is the overall size?
why is cross position so incredible long?
cross position would have to be disabled if it actually was 160 in the end! (which would be bad, i think) (see my suggestions at the end of my post)

I
the second entrance that makes a second entrance is a nice idea, but only as a backdoor and not when it can be controlled from above. use this idea in another map and put rocks into it. because the way you use it now makes ForgeFE impossible and makes fun of the wall in you showed in the image
II
a second ramp in front of the space where you would have the wall in? i do not understand this at all. what is your idea here?
III
i like the visual appearance of this structure! it makes the third less open, but probably a bit too safe. imagine siegtanks on the main controllling the complete chocke!
IV
same applies to both of the pods: the ramp look like double+triple on the left and a quadruple on the right side. the size four ramp might be ok, the two ramp feature does not add anything here, except toss-imba i think. oh, and it takes away space you might need somewhere else!
V
the space to the XWT is really narrow. I think it is a good idea and mechanic really, to help secure the tower and keep the highground. but this does not help with attacking the highground. very important earea.
a problem that is conected to this: you cannot really walk past the highground. this makes the highround really important.
i love you you think alot about how structure of the map really designs how the game is played, but it almost feels a bit over the top. almost like a map for competitive deathmatch!
another problem (more on the right side pod) you cannot quickly move path the pod. like: not at all really. i am not saying this is bad.
VI
siegeable third? unsure if this is on purpose.
VII
you always have to move past the gold, because there is no connection in its back.
i think this is a bit problematic. It does not really affect the long cross distance, but everything has a choke everywhere so an extra path for run bys could be nice.
VIII
very nice design here. i love it. but it takes away lots of space (see VII)
"verdict":
all in al i think the map looks cramped. possibly too small (i don't think so though). maybe you want to put to many good ideas into one map?
here is enough interesting stuff for two different maps at least.
suggestions:
1. take away the backdoor idea
2. make the pod easier to use and decide how yu wnat it to be used (atackable or not? maybe you could use LoSBs to allow taking the tower and then attack the pod. so the highround should not see the tower to make it work.
3. the structure close to the pod could be longer, so that it extends out into the fog a bit, then you cut a pathway into this and texture it accordngly. that way it is like a gate, looks nice but does not hinder gameplay to much.
4.make a bridge over the centre that gives passage to small units, sothat scouts reach the other base quicker.
please check the time an overlords needs to spot cross position.