Feedback for Security HQ:
Before I go on, I just gotta say I wayyy prefer the design of this security over current sec. Current sec is a bit patchworky, it's too elongated and alot of stuff has been moved about like detective's office and the single cell, and it shows. This security's design is fairly sane, and has addressed alot of issues that I currently have. Still, you're looking for good feedback, then hopefully the following makes sense.
Let's start with the brig
Firstly there's a disposal unit in the brig. Possibly an oversight, but that kinda defeats the purpose of the brig a bit
The way the windows are positioned means that prisoners cant escape unless A) There's another prisoner in which they can work together/against their will to table-flip or B) they have a wrench. I don't have any issue with this per say, but some might. Perhaps a hilarious solution to this is to put a prison monkey in the brig, that spawns with a knife in hand.
To the left there seems to be a parole room, which is brilliant. One thing i'm not sure about is the red disposal chute in the parole room. Does this lead back into brig or does it eject them outside? If it's the latter, then I suggest it be color coded/labelled/look differently than a brig chute.
Another thing I noticed is how security is more self stocked, medically. Some may argue that this detracts from medical, i'd argue that medbay needs more ailments, while the current vital meds should remain in security, but in short supply.
Next is HQ proper:
I really like the security dorm, it's nice change from the current set-up. I'd replace the TV in the dorm with another bed (moving the tv to where the current clothing locker is), remove the two beds on the bottom and replace them with 3 clothing lockers. There's currently only one locker and security are very fashion aware.
The security hangar seems a bit small. Anytime security have gone policing out in space, it's often in pairs so one sec pod just seems a bit lacking.
4 single cells? Single cells are welcome, but it seems a bit overkill. Those single cells will never be completely full aswell as the genpop brig. I'd recommend cutting it down to 2-3 single cells, and extending the security hangar and adding in another pod.
Finally is the armory:
3 n2o canisters! That's like, 3 times as many!
What is the purpose of the room west of the armory that it needs to be protected by the armory itself? The centcom computer? It seems following logic that the gas connectors could be used to flood the genpop with n2o, which is neat, but what else? I feel like this room needs more purpose if it's going to be cordoned off like that.
As far as the guns go, phasers are going to be left there, as will the riot launchers. They simply pale in comparison to the damage and usefulness as the riot shotguns. The heavy armor is interesting, is it similar to how the armor used to be? I can't say.
As far as the IR beams go, what use are they? Will they alert security and/or the AI? What use is that if there's no security? Free lunch, it seems. I like the idea of having guardbuddies that activate if there's intruders, they could be on standby in the above parole room. These mightn't be your run of the mill-guardbuddies (sec buddies?) maybe a weaker PR form and do not have a patrol station function. They could however, have a patrol function for security/bridge, which is only available via a console inside the armory (another use for the room west of the armory?) Also a lockdown function is needed. Essentially, making the armory available to all, but it should be no cakewalk to infiltrate, the opposite preferably.
And finally as far as the HoS goes, he should be able to waltz in there and the IR beams do not set off an alarm for him. He could also fiddle with the secbuddies in other ways.
Hope this helps!