I have given this a try and here's my review, be wary that it is rather long but I do hope you can persevere.
First of all, the game starts slow and just a bit confusing, there is no introduction let alone any introductory mission or cutscene whatsoever.
This gave me the idea that, despite me reading the description, it would be a tower defense WITH other towers (which it is, but that was for MUCH later), but instead I get only one, it was in wave 5 I've realized I can control my tower and that to upgrade my tower from old to Scout, I had to have all the upgrades. The tooltip did a good job, at least, but the introduction didn't give me a good first impression.
For this, there are two things I'd recommend:
1. Make an "introductory text", either on the loading screen or inside the first cutscene itself. Simply having the four words isn't enough. Give a welcome, then perhaps a bit of lore (which may be unnecessary considering the Data log itself, but hey it's just a tiny bit of lore so no problem) and finally the first basic instructions.
2. Make an "overhaul"; the first missions before we get to meet the Elf and the Dwarf should be the tutorial missions, add some kind of "tease" on how later on we will get more upgrades and towers than simply having to upgrade our main tower.
My problem here is, I had to restart the whole map because I've spend ALL the cash on the tower, including health, which I did not need, so I had no chance to build an extra tower, let alone upgrade my own tower.
And also, it took the game so long to tell me about the different chat commands I can make.
Now, later on in the game, when I finally get to have extra towers and further upgrade my own, I have noticed that the difficulty spikes rather too far.
The worst I have seen is that the Goblin Shredders will spawn Goblin Saboteurs, the Data logs don't even give a hint to this when they should.
Also, these Saboteurs from the Shredders are at full health, it's not really a problem because...After I restarted my game, to make sure I have some cash left for the upcoming extra towers, I've made the flaming one and it was efficient against them.
But yet again, we go back to the problem that there was no hint other than the Stone Obelisk at having extra towers and the like.
Regarding difficulty spike again, it ONLY gets worse with the Trolls: They are fast, they have chance to Dodge, they can still die even though in my case it was a bit too close for comfort.
Then comes the Quack, this guy is VERY tanky and he heals allies around him, he even heals them out of the lane as long as he's in the corner.
This is the moment I've left the game because I've died and lost to a bunch of regenerated fast trolls. I have tried 3 times to see if there's any tactic or strategy, but I am unwilling to yet again restart my game and play the very dull and mundane starting missions until I get the Engineers.
Also, in regards to Dodge...I believe you have tried to balance it out, but I really don't think that something like this is fit for a Tower Defense.
The worst about it are the bandits from the starting missions, what is the intention of making them invisible when they're around corners? This just seems to complicate things for no reason, I don't understand the possible strategy to that.
I have also found the upgrades to be very limited, to make an extra tower you first need the tower blueprint, then an elemental blueprint, after that...You still need to make a tower, which is fine, but ALL of them need "Resources". Again, somewhat related to how this game has no tutorial, it made me realize that I should only spend on what I can and actually not be "tactical" about it because I am very low on it.
There is also quite a language barrier, I will not take this into the review, most is understandable, but I heavily dislike the idea of the Diary when all it is about is VERY OBVIOUS hints, for example...
"But this, these turrets are hella strong!"
"Those Zeppelins and Shredders are a pain in the ass"
"These Quacks are really strong, I must take them out first"
Instead, what I would recommend is something like:
"These new turrets are expensive, I must make sure to be prudent on where I position it and which type. Fire seems great for damage, Frost will be a lot slow but I may be able to command it on stronger units to slow them down for quite a time, also has quite nice damage"
"The Zeppelins and Shredders are quite strong, the goblins that commandeer them will get out of their own contraptions just to keep going right into my tower, I need to pay mind to that!"
"The Quacks are quite healthy and have a healing aura, I need to focus all my strength against them, the Frost tower will help with some damage, but more importantly, slowing them down. I also have my trusty net, if possible I do hope I can sacrifice some of my tower's integrity for less pain."
I should also inform you that I have played this mod in Warcraft 1.29.2, using the "Community Edition" tool from here:
Warcraft III: Community Edition
I don't think that's a problem, after all it's 1.29.2 but using the balance changes from 1.35 as well as being able to run scripts from 1.35.
I have high hopes for this mod, I hope you can take some of my feedback, I understand you want to make it hard and that's good, but when it's tedious and there's no good hints whatsoever, well, I'm very sure that casual players will not like this mod much sadly.
Also, in case you'd like some personal info of my own...I've been playing Tower Defense for quite a long time, one of my top favourites is Kingdom Rush, I've played all of the games and won all the levels, on every difficulties, with all the stars. This should give you proof that I have experience with Tower Defense, however that doesn't mean my "word is gold" at all, one can be a top military expert and still be overwhelmed by guerilla tactics after all.