I see why this is your favorite, seems like a very good map.
My thoughts on it:
You mentioned at some point that you intended that tiny isle next to the natural expansion to be a place to build your AoW/ToL in order to creep it. However the aggro range is set to Camp instead of Normal (which is the standard for gold mine creeps afaik). So you can build right infront of it which seems unintended (and can be abused).
ne vs orc:
I like the way the map is designed with a nice mixture of open areas and a decent amount of choke points. However the fact that there is only 1 shop with a strong creep camp makes it quite unavailable for the elf player except for night time. A good orc player who knows when heal scrolls and invu pots pop up can secure almost complete access to it giving the elf a very hard time. Plus the terrain around the center of the map is the more open and orc-friendly part with the elf-friendly parts (where you have obstacles and choke points to protect your talons) being closer to the edges of the map. Adding a level 1 non-attacking hawk with true sight (as it is done on Nomad Isles) would make it a little harder for the BM to just walk in on the shop during day time. Market places are nice and underused in current map pools imo but here it adds to the problematic.
The only other competitive map that uses 1 shop and 1 market place I can think of is EI. And there you have a quite tight map design with lots of choke points in addition to a creep camp (merc) that can be AoW-crept before the orc arrives if done correctly that grants level 2 and a powerful item to compensate.
(Also I watched a casted game by you in which a UD got his Lich's inventory almost fully stacked with claws - you might have a look into the claw drops, too).
Also I feel like the natural exe is a little too easy to creep and could use either slow or ensnare. On the other hand the area around it is quite open and therefore vulnerable to some degree. I guess that's a point to watch when observing custom games on the map.
For human the dragon creep favors AM first quite a lot over MK first imo. I think it's a good idea to actually have an air creep (to support UDs going gargs, especially since I count 8 creep camps with ensnare) - just in a different spot, maybe the random merc/lab. That way you can still creep the exe out with MK militia and the merc/lab isn't required to be crept out completely as creeps can be lured away to use it.
Although I enjoy random neutral buildings I don't think merc camp and laboratory are a good match. Imagine you're elf vs hu with the hu having a merc next to his exe which is quite an advantage while you have an easy possibility to blow your exe up right next to it. Or hu mirror with you being lucky and having AM first vs MK: you can creep the exe relatively easy with 2 WEs and have merc support while your opponent doesn't have merc access. Also you can find right next to the exe and the merc a wand of lightning shield, which is quite a big deal in hu mirror (maybe that would be a better drop somewhere else).
The orange creep next to the main could be rearranged (or the terrain altered) in order to make it easier AoW creepable (right now you got to pretty much place it right in front of the creeps which is risky)
Just my (probably elf-biased) opinion, overall I like the map
edit: also a human (AM first) has 2 easy fast expand possibilities at his hands currently. Don't think that's too good, I like the idea of changing creep camps of dragon exe with merc/lab. The current dragon exe could be a mid/late game expansion with hard orange/easy red creeps (kind of like SV). If you would do that i would rather move the exe to the outside (change positions with the merc/lab). Just saying