DISCLAIMER: I haven't played your map yet, only watched the walkthrough video. I thought it was unreleased when I stumbled upon a thread in the "Map Development" section, after I finished writing my post I found it to not be true

. So my comment below is not based on my actual gameplay, although I plan to play it and hope to write the actual review.
First of all, the premise of an engineer crafting fancy stuff as the protagonist is very promising indeed. After I finished watching your video the abilities live up to that expectation.
I love the idea of a map with (what seems to be) a cozy vibe. Dun Morogh is such a lovely place I have fond memories of. The story introduction is very smooth.
Ability to continue playing the map after finishing its story hints it to be an open-world alike? Especially with the premise of searching for blueprints and parts for crafts, which also reinforces the setup of an engineer protagonist. Spawning after defeat also fits that idea (like spawning stones in Rexxar campaign, right?).
Also, I like your choice of SD graphics, which I'm a big fan of. Love these huge trees

Regarding the environment itself, it's well designed i.e. props, models and fits the overall theme but it lacks some height to break up the space (remember Dun Morogh is a mountainous area) and possibly some ramps, so combat could be more engaging - limited sight, potential dangers or taking advantage of it as a player - imagine the fight with that bear you were running away from and using some of the stuff I mentioned above. It wouldn't be hit and run as you presented on your video.
Leveling seem to be very slow, is there any reward besides stats increase when you ding your way up?
You might want to introduce a fast travel to the workshop (as it seems that as a player you will often want to go back there) to reduce boring backtracking like teleport or screen dim-out/brightening to portray that some time has passed. If not that, then perhaps add scripted "random events" after reaching certain milestones or timed respawns. For example, after defeating Thinbeard you can spawn some Dark Iron squad to ambush the hero on the way back to the workshop - you get the drill.

I guess you can omit this step when you are indeed close to the workshop (like after the Tinkertown sequence).
I wonder if there is any reason to go off the critical path (the roads). So far you showcased pretty much how you, as a developer, believe players would progress through your level. Well, guess what - they will do it their way most of the time
You intertwine story and mechanics introduction pretty well in my opinion, but it will be even better when i.e. a player is introduced to the vendor with food when he actually needs it, otherwise chances that he'll forget about him altogether are increasing over time. Maybe you encounter that vendor for the first time when he's in trouble and after the skirmish he rewards you with a slice of bread to eat, and then enables himself as an actual vendor you can buy stuff from. You seem to be very creative and can probably come up with something better than the idea I just mentioned.
During the dialogues with NPCs you can let the player (unless the setting requires it to be otherwise) to move around and not lock the camera, in my feeling it occurs too often and interrupts the gameplay flow, or maybe it's just me.
It's not like the player will not read the text (it appears on the screen with big letters already) and even if so, he can always look up the log or briefing in the quest tab.
The Bomb Trial looks too easy, maybe spawn at random areas some "slow bombs"?
PS. Do you plan to add AI-generated voiceover?
Overall, you did put tremendous work into this map. Good luck in further development & can't wait to play it myself!