I don't like it on breakthrough. It devolves into nade/explosive spam just like Redacted. Granted that IS a part of the game but it isn't fun, it requires no actual skill. I didn't enjoy redacted because of it and I don't enjoy this.
Now Conquest is a different story. It breaks into smaller engagements and that is much better though each of those turn into nade fests the longer it goes on, but it is better than trying to break a nade spam stalemate choke point.
Also what I don't like is how much of advantage controllers have on the map. Because of the confined space and the bonuses controllers already have combat is very difficult. A PC will almost always lose to a controller with a high rate of fire weapon in tight spaces. I think that very much throws off the dynamics of the map. When a group of controllers can sit back and spray down halls getting hits because of "assistance" through smoke, fire, darkness, it is really crappy on the M&K players end.
Aesthetically, its a great looking map! Has a feeling of dark, damp and cold space. There is good cover (except in halls which is to be expected). The explosive points in walls are good for changing game play and hopefully opening more paths when things get bogged down with nade spam. I very much like the layout, the cover, the feeling of the map. The dev team can't help how we end up using what we are given, but what they have given us is a good map. Bravo!