I think this might have alot of potentional. Simple overall map design so it'll be very easy to learn. If you could, use Paint to add some text to each area so that people know what it is/is supposed to be, since alot of rooms are pretty bare and its hard to make out.
My general critisism is that too much of the map is very orderly and next to each other. For example, the arcade just has Robustris machine, the arcade cabinet, and sleepers next to each other which is too plain. Try to shake it up and move stuff around, not just the arcade but other areas as well like the Janitors office. There's alot of beauty in symmterical but also asymmterical lay outs. Try it out.
You have alot of space and I like having lots of space to move around in butI'm not sure you're gonna be able to make use of all of it. Don't be afraid to resize the outside perimeter of the station as well as the rooms to make it smaller and more compact.
Where is Arrivals and where's Escape? By the looks of it, there seems to be to place the cyrogenics unit for late joining next to Escape? It's best if the two are as far away from each other to avoid people who just joined getting immediately killed by antag shenangens going on at Escape. Also, what I think is Escape is huge and way too big IMO. I'd cut it down severely and partition the Escape wing corridors into peices so that one hole doesnt just depressurise the whole place.
The bridge and courtroom are also bigger than they need to be IMO. Cut their size down and give to to Security. It's way too tight as it is. The brig seems very very off. I'm assuming that's hidden walls in the bathroom and solitary confinement cells, in which case the mechanical toolbox, multitool, zip gun and general manufactor was immediately a huge no. There's a difference in giving the brig a point of weakness and just giving prisoners the necceary items to escape.
Add a maintance tunnel around the perimeter of Security as a buffer zone from the other areas. Other wise, it just makes breaking into Sec way too easy.
Move the brig down so that the general population area is on a corners in the centre. Having the TeleScience teleporter in the centre of the map, which is bound to be a high traffice area, is extremely risky, as invalid coordinates can release fireballs, hostile mobs and other dangers. I would bury it deeper into research where it isnt as much of a risk.
I like botany alot, in the image attached I'd added some possible window placements to make it prettier. Also, I think adding a 2x2 table in the kitchen instead of a 3x1 would be better for symmetry and gameplay. Moving the ValuChimp vendor into the freezer would give more space to move in the kitchen and let you utilise the free space in the freezer. I'd also replace the tables at the bottom with the freezer crates that certain maps have, the ones that store ice cream cones, fish and similar. Remember to add an air conditioning system to the freezer, the maintance tunnel outside looks like the perfect spot for it.
The ValuChimp vendor next to the paint machine is doesnt seem right to me. I know it's supposed to be so that the clown will probably get to mess around and do funny stuff with monkeys but more often than not, people just use it to empty it and fill the room with monkeys. I think it'd be better off removed from there.
Chemistry is nice but again, too big IMO. Bring it all closer together.
Chaplains office too really long as well. I'd say cut it in half and move some of it more into the direction of morgue and make the left over space where the main hallway is into an emergency tool storage.
That's about the best feedback I can give since it's still very early in the works. Like I said tho, I think this has alot of potential so keep working on it, I think it can be something really good.
Forgot to link the minor edits I drew on the map
https://imgur.com/a/b2LL1fG