A few thoughts midk.
As per your performance worries, I'd say in general the best time to figure out what will work and what wont work performance wise would be in the planning stages, where you draw out your layout etc. But since you've done so much I think you have 2 choices now, either reshuffle the layout and make things less open and boxy, or just press on and hope that optimization can help as much as possible. Personally, I think you should press on, and even if the map chugs after a ton of optimization, I think it's been a valuable process of learning and mapping. If you personally want this map to be played a lot on DM servers then maybe you should reshuffle the layout to be more performance friendly, but otherwise I'd say just see this map through to the end to the best of your abilities. Maybe this performance worry will help you practice optimization skills.
Buildings are still boxy and repetative, and I especially don't like the huge ones serving as walls to your map. Like in Finger's drawovers, some height and texture variation would be awesome. I'm pretty sure the buildings I'm talking about aren't done, but I would love to see some changes (even with your performance worries). Instead of 2 big buildings bordering the alley corner, why not make 5 or so buildings that are connected and scrunched up together, but that are different heights and textured differently.
The ladder going over the windows seems kinda strange, but I think it can stay.
I don't really like the light model on the exterior of the building, but its more because I've never liked the way that propped looked (so heavy on top, with such a thin neck) so if you like it you should probably keep it.
I hope you don't abandon this map. I'd like to see you push yourself and work on this map to its fullest potential.