The murloc creep camp behind central expo is only separated from it by a thin line of trees. This could lead to unwanted abuse:
1) Making an opening in the back with mortars or so and harassing the worker line without exposing yourself. Building an Ancient Protector on the other side. Etc.
2) Or, if it's your own base, cutting a path through the trees and lurk the creeps into your defensive structures. You could be creeping elsewhere with your hero at the same time cause the creeps will block each other and walk in only one by one.
I can't tell how realistic these two scenarios are. Maybe ask some players to specifically try and abuse this situation. If it is a problem, create a cliff or move the camp to the nearby coast.
Also, the two creep camps are very close to each other and AoE spells like Blizzard will trigger the other camp.
This creep camp can be AoW-crept on the left side of the map, but not on the right:
Though I can't tell you whether this is a reasonable AoW spot to begin with. Probably not at the very beginning, but perhaps a bit later into the game?
These doodads may be in the way for AoW farming:
The distance between your starting position and the central expo is about 30% shorter than it is on any other popular map. Sure, it's also very close to the enemy base and you've probably tested it to make sure that it doesn't completely break the game, but it's really,
really close. Almost feels like the bases will grow into one. Spooky!
Feels like a pretty wide map, with few chokepoints in the center at least. Perhaps an orc map? There's four lvl 2 permanents to be picked up on your way to the enemy base and back. Both the Lab and the Merc Camp are unaccessible for a long time as well.
Will a player who's got the upper hand quickly sack the two big orange spots in the center and seal the deal? They're not super close to each other though so it may not be an issue at all.
Looks like a pretty solid map all in all.