First of all, thank you for this map. A custom Goblin race is a rather rare thing (although each goblin cartel could have the same specificity as human kingdoms), especially one executed with such quality.
I admit, I’ve seen your other works before, but never played them. This map changed my mind. Everything, from the voice acting to the unit descriptions, speaks to the care you put into development. I like the aviation, items in the shop, the use of tillinghast's model for the Hobgoblin, and, of course, the farms. You’re not the first to add passive income to farms, but for goblins, who are willing to tax anything that moves, such a mechanic fits perfectly, and having a goldmine nearby makes it somewhat balanced (though I managed to accumulate enough gold for three more games without issue).
And yet, there are some points that bothered me.
1. Magic. It always seemed to me that goblins are materialistic and compensate for their weakness in magic with technology. You yourself replaced traditional Orb with a gauntlet: this already suggests that the race suffers from a lack of mages! Yet at the same time, they have three full-fledged spellcasters and a warlock hero. I’m not sure how well this aligns.
2. The Alchemist. It’s a bit disappointing to see three unique heroes and then a hero from the tavern.
3. Voice acting. I assume you wrote the lines yourself? If so, my respects for the work done. The voice lines manage to convey the characters of the units quite well, but there's the thing: they’re too long for an RTS! Looking back at unit lines in Warcraft 3, they have the right amount of charisma but are kept to 2–4 words - just enough for the player to select the unit and issue a command. Exceptions are rare. Meanwhile, compare this to the lines of, say, the Affliction Warlock. "I smell your struggles and your poison"? While she speaks, you can switch between three units, and their lines (just as long, for the most part) would overlap into cacophony. If they were shorter, this wouldn’t happen.
4. Worker division. Sounds great, doesn't work. Practically you have a constantly needed unit type (gatherer) and a sporadically needed unit type (builder), which will idle most of the time since it can’t be armed or transformed in any way. At the same time, there’s the Hobgoblin, which represents another support worker. This is a cumbersome design that needs a bit more versatility.
Overall, it's pretty solid work with good ideas and realization. I'll definitely play more of your projects in future.