i like the map a lot. it's a great multi-mode map (especially multi ctf), one that might actually make the mode more fun with uneven teams. lots of great little design decisions in it. yes, it is complex enough. here are a few suggestions:
lose the upper and lower "rings" surrounding the lightning part of the reactor, leaving just the middle one. gives a much better view of it i think. there is enough alpha material to make it sufficiently visible if that is done.
add 2 small jumpers leading to these platforms with the rifles, that are in front of the small hallways (a small jumper that places you on top of that hump). reason being that geometry doesn't flow with the gameplay very well (the engine does strange things with your speed sometimes when you try to climb a complicated incline).
remove some of this dark-colored geometry and enlarge these side hallways just a tad, they are just too small in my opinion:
add either a bridge that cuts across the middle or 2 curved bridges leading from the light colored center geometry next to the reactor to the upper platforms (where you see the sword located), at each corner of the map:
i suggest making these light strips at each corner of the center into ladder material (make a creative ladder out of it) that leads to the top of the reactor, and adding a circular platform surrounding the top of the reactor (outside the glass). this will provide a nice view of it if you take the other suggestion and remove that upper ring surrounding the lightning, also. it would be the highest point of stand-able geometry in the map yet easy to reach either by a ladder or complicated parkour means.
add a couple mapmodel barriers blocking off the alternate teams' flag room access points for non-multi? (namely the doorways at the flag rooms and the 2 small hallways up higher)
idk if leaving out the team symbol mapmodels was an intentional design decision or not, but i like it a lot in this implementation.
and lastly, something that can be very dangerous to a map or even ruin it is too many explosives. my strongest suggestion is cut them down and place them a little more intelligently. 2 rockets is enough for multi in this map, 1 normal. you have 16 grenades in the center with no flags/muts on them

perhaps 1 or 2 in the flag rooms instead of in the center? nades are very effective to stop someone stealing the flag. and cut the ones in the center in half for standard non-multi? i think most would agree that mines are more strategic anyway (and i'd say there's the perfect amount of those).
it's obvious you spent some good hours into making this map, and you did a great job. i don't see any reason it couldn't be added even without any of those changes made. i think multi CTF with some talented players would be the "funnest" mode on this map.
hope any of that can help