It's a strategy map, it's going to be primitive (in the sense of not being fancy) where triggers and terrain (especially doodads, which have little to no effect on gameplay) are concerned. The triggers that are there work, the terrain that's there is functional, there are no bugs that I know of. That isn't primitive, it's minimalist. The map has a very fast download and load time because it isn't weighed down by things like custom skins and excessive doodads.
The terrain is (mostly) wide open because reinforcement shouldn't be a trivial thing (that's also the reason for most unit speeds being kind of low). There's a certain thrill in having a base get attacked and knowing reinforcements won't arrive for at least two minutes. Choke points and flanking also become more important when the majority of the terrain is relatively open.
I did take some of your advice, heroes now have a level cap of 13 and the spells reflect that, hotkeys were added and some new items were tossed in. Starting spawns have been increased to make the early battles more meaningful and I slapped on another river because the north did seem a bit more open than the south. Neutral hostile units just don't fit into chain of command though. I've been mulling over how to give commanders more of a choice on the units they give out while still keeping it balanced and I think I've figured it out.
None of that changes that your rejection is/was silly. You had no problem with the balance, you had no problem with any triggers or glitches, that leaves one reason to reject it. You rejected it purely on personal preference (you didn't like the terrain/gameplay), which is amateurish. I hate Dota but I wouldn't reject it, it's a well done map, it just isn't my cup of tea.
I do appreciate the review though.