I've played this a few times on TWB now. Overall, I have to say that I like the previous version better. I felt like the previous version fit 50 people reasonably well, actually.
Anyway, here's a few thoughts.
1.) Why do the Germans have two snipers? Snipers are basically worthless on the map, from what I can tell. The lines of sight available are no better suited to a sniper on this map than they are to a regular rifleman. Once the battle goes indoors the snipers are even less useful. I would either get rid of the sniper class on both sides altogether or provide more hidey-holes for them on both sides. Or perhaps more OBVIOUS hidey holes (if there are any, I had a tough time finding them).
2.) The map is confusing as hell after the first two spawns. It is not particularly intuitive. Part of this is due to the multi-layered nature of indoor combat and the fact that it doesn't work well with the objective map. That's to be expected, though. The other part is that a lot of pathways don't seem to have a lot of purpose to them. I'd say try to funnel your combat a bit more. Keep the action focused so people don't wander off randomly. Also, you might want to make it absolutely clear which doors can and cannot be opened. It's quite frustrating to be running around cluelessly, only to realize (a) in THIS room you could open the door and move on, but (b) in THAT room the doors are all closed off. Some visual cue like rubble in front of the door or something.
3.) You have GOT to fix the insta-death minefields. When the Russians capture the first two objectives, literally, INSTANTLY, anyone who was in previously legitimate areas will vaporize. That ain't cool and it costs reinforcements and affects map balance. Plus, it pisses off the german team. Give them, say, 15 seconds to get out of there and THEN vaporize 'em. But something has to be done there.
4.) The chemical plant is by far the most exciting battle. Previously, the big fight was out in the open in the train yards and such, and the indoor fighting was kind of lackluster. Now I think the chemical plant is where the action is. It seems this is also the make-or-break point in the map. The "interim" objectives on either end of it are just that -- interim objectives. They're quickly taken by the Russians. You may want to revisit their design to figure out how the Germans can defend them a bit easier. Personally, I see no point in an easily taken objective, UNLESS you're trying to slow DOWN the Russian advance and the idea is for the Germans to fall back to the more defensible position. Kind of like the interim objectives on Berezina (IE: crossroads, farm, AT guns). If that's the case, then I guess we just need smarter German teams.
I'll try to post further comments when I've had more time to play. Honestly, that instant-kill thing is the most annoying aspect, though. That and the maze-like layout of the map. I'm not saying you need to have a straight line from start to finish a la Gorlitz (although I do love that map), but I do think you need to make the map less confusing and have less pointless corridors and such. At the very least, make the corridors and areas look like they served some function before the city was a warzone instead of "We put a hallway here because...uh......the boss told us to."