First, it's confusing to be dropped into. The map doesn't really explain itself besides telling you the main objective.
What do you mean by that exactly? Are you saying that a back-story of sorts is in order? Or are you saying that the players should be told up front that its "((Bulls vs Sharks) allied to Metro Police) vs (ANC allied to Prawns)" in some manner? I'm not sure where I'd fit that in...the loading screen has enough text for the loading time as it is - I wouldn't want to make it more complicated. Any suggestions?
Agility heroes can't lose. Ever. Period.
How so? I've tested a few games online and the heroes all seem fairly balanced... I've had a few people telling me that the Gamer Ranger's "Drunken Airstrike" is a bit imba, but I've put that down to teams (in my experience so far) clustering around Hillbrow, and have that sort of AOE skill as a deterrent to that sort of strategy-less strategy.
Would you recommend lowering the Agility heroes' strength gain per level? The main thing that distinguishes them is having no natural disables available. Perhaps their skills deal a bit too much damage?
One of the changes planned for the next version is to increase the level-skip requirement for the stat bonus and critical strike ("Lekker Skiet") abilities, so players can't just "pump attack damage", as it were.
The gameplay is very odd and objectiveless. Even with full teams it would seem like nothing is ever happening that anyone can explain or take credit for.
Haha...

. Surely it's like "King of the Hill" with a few added twists? The map is designed to "self-regulate" i.e. ANC can be killed by the Metro Police without players being involved, so maybe that makes you feel that? I
sort of follow what you are saying....but don't really have anything to say... if you could elaborate or offer a remedy it would be most appreciated.
Graphics
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Very basic, but it can be overlooked if the gameplay were made a little less dry.
Ouch...haha...gameplay dry? Should the map perhaps be smaller?
[EDIT] what do you mean by "dry"? The major criticism I've had of it in previous versions is that its been "too chaotic", and chaotic is pretty much the polar opposite of dry.
[/EDIT] The map has been through quite a number of versions so far... it evolved from the idea of "Lets make a map where the players are BOTH allied to the one creep wave type, and BOTH enemy to the other creep wave type" then I had to implement some way of scoring so that teams had a clear objective and a way to win. As for graphics - do you mean that I should add more flair to spells?
All in all, thanks again for the constructive criticism - this is the first that I have received