Great map, and very efficient programming as well, seems like there's no obvious errors or bugs and the whole map runs very smoothly once you get accustomed to the many custom features of the map.
Generally, the classes are interesting enough and the traits is a very nice touch and a interesting way to customize your character. There are a few things I'd like to comment though.
Major Suggestions
* In the early game, unless you have a class with access to healing spells, you spend a very large part of your time either waiting for your health or your mana to replenish. I'd suggest having a Rest function in the game that allows you to recover health and mana if not disturbed, so your early game doesn't consists of you running back and forth between the crystal after killing 3-4 mobs. Currently, you have a very large advantage starting out with a healing class since you basically avoid the process of running back and forth after killing a few mobs.
* The Tech category of abilities seems to be very focused towards the warrior type of hero, which is fair enough, but it seems a bit peculiar to get the abilities as a Rogue. The abilities have names and effects that seem appropriate to the Amazon / Knight heroes, but seem odd for the Rogue. Only way I can think of that would fix it would be to implement another category of abilities solely for the agile heroes (Rogue in particular), something that would probably be a very arduous task.
* While the chain hits are a nice and interesting mechanic in the game, they have a tendency to really skew solo-play. Often you can get one-shotted while fighting mobs of the same level as you if you're unlucky with a chain hit, which seems a bit frustrating considering the price of dying. You could potentially limit the amount of chain hits you can achieve to one extra attack.
* Dying is very expensive, which is okay, but it is a bit problematic that the way in which you pay for dying is solely from your gold. You can "dodge" the death penalty by not selling the vendor items you pick up, keeping them around until you actually have enough gold / level to buy the item you want. This makes the death penalty a bit wonky, since it can be easily avoided if you want. Secondly, it also punishes the players (like me) who like to keep a clean inventory containing only items I actually intend to use, instead of just carrying around as much junk as possible so you don't loose as much gold if you die. I have no clear suggestion as to a fix for this problem, it is a recurring problem in many RPG maps to have a cost associated with dying. You could always remove the cost, or make it far less.
* A few of the bosses can be killed with somewhat silly tactics. Especially the Poison spell allows for quite a bit of abuse, since you can cast it and still run away from the boss afterwards until he stops following you, and then return to apply it again, and just continue doing this until the boss dies (worked for me on several bosses, even many that were far above me in level). Since I'm not fully familiar with JASS scripting, I have no idea how hard it would be to implement a mechanic similar to WOW, where bosses and mobs regain all their health as soon as they get out of combat.
* I might consider having a bit more benefit from the Professions, they're a really fun, although time consuming addition to the map, but you can very easily survive without them as you often get a greater benefit from just spending your time fighting mobs than grinding your Professions.
Minor Suggestions
* The sound for the Cleric's Excommunication ability is the exact same sound as level-up, which can be a bit confusing (I constantly thought I had gained a level when I used the ability when first trying out the Cleric).
* I wouldn't mind a much clearer explanation of the different stats that can be accessed in game.
* Enable Crystal Balls and Warp Stones to be placed in your belt, many classes don't use all their belt space and these items would really be nice to have out of your inventory.
* It seems like the Naga casters drop normal Water, instead of Water+, which is a bit peculiar since there's mobs of lower levels that drop the better water. A suggestion would be to either remove normal Water from their drop-table, or make it Water+.
* There's a large part of the mountains north of Alazimir where your vision very often becomes obscured by the mountains and you can't target mobs with spells (caused me to die a few times).
Despite the minor bugs and issues I noted above, this map is excellent, easily one of the most well-polished RPG maps I've seen (and I've seen a lot). Only reason I had such a long list was because I played it so darn much, its a very addictive and fun map, especially if you got a small group of friends to play with regularly.
Points: 5 out of 5