I've played the map now for probably 6-8 hours (even lost a little bit of sleep over it). I must say I am really impressed. Its really quite fun when everything works out. Right now it feels a bit like a flawed masterpiece, if you can fix up the issues though it will be a classic. I'll have to wholeheartedly disagree with Hyperion's assertion that smoke grenades aren't needed. He happened to get lucky and the first round he played was one that we won. Anyway, here are my findings:
Balance (Note: this is with a full server) - about 80% of rounds grind to a halt in the first part of the map, usually the first bridgehead. The other 20% of the time the russians were able to get to the final objective (train yard), but this ONLY occured if the tank commander was REALLY aggressive, on the ball, and really knew what he was doing, AND had sappers and infantry that were really on the ball. Basically, to even get this far you had to have a "perfect storm" of just the right players in just the right roles. Out of 10-12 rounds I played with a full server, the Russians were able to win only once. The balance does shift greatly in the Russian's favor when the player counts are low (10-14), but balance should primarily be based on the target player count for the map (presumably 32 for a map this big).
Frame Rate - Frame rate seems pretty decent just running around the map. But once you get 24-32 players in the map the frame rate goes right in the toilet. I'm running a dual 7900GTX SLI rig, and in the central parts of the map I'm pulling high 20's when the map is full. As Ingmar already mentioned, you need to get some BSP in there for network occlusion. I think once you do this and all 32 players and every vehicle on the map aren't network relevant all the time (and rendered all the time), you'll have a good framerate as long as you make a few other optimizations. With proper network occlusion servers might even be able to handle 40+ players on the map when we make the increased player count code public
Also, I have noticed that over half of your statics have no collision hulls, and are thus using per-poly collision. This can have a HUGE impact on frame rate. You need to get simple collision hulls on all of your statics, especially the curbs, as this per poly collision is eating up huge amounts of your frame rate.
Suggestions:
Help the assaulting team! - 9/10 rounds are won by the Germans. One of the main reasons for this is that you've taken away most of the tactical tools that the assaulting team should have at thier disposal to break stalemates (namely smoke grenades and regular grenades for assualters). Give the commander smoke grenades, and the assualters hand grenades. If you're going to leave out nades for anyone, leave it out for the riflemen. The areas like the bridges where infantry are assualting accross open ground CRY OUT for smoke grenades. Smoke grenades are a great tactical addition that REALLY helps break up these stalemates. What you want is your map to keep flowing, not bog down with the attackers spending 30+minutes at 1 objective.
Optimize - as mentioned above, add BSP for network occlusion, make simple collision hulls for your statics, and then do other general optimizations.
Add the SU-76 for the russians - One problem that happens is that if you get 1 boneheaded tanker, the whole team is screwed. I would suggest that you keep the two tank commanders like you have now, but add an SU-76. This way, you'll have higher odds that at least ONE of the tanks is being driven by someone that knows what they are doing. Also, the SU won't be as effective in the urban environment as the T-34, so it will help push the balance back some toward the russians, but not a huge amount. Also, this option allows the two tankers to team up, if they want to (which experienced crews/clan members will want to ) to be more effective.
Anyway, like I said, its an AMAZING map, you just need to do some work to polish it up, and make sure the gameplay keeps flowing.