Well, the problem to me is that it feels like you're rather playing duckhunt due those jumppads than actually OA. The map is missing keypoints as a safe way to get the opponent's flag and return it to yours. Despite that, the solution Ian't to add another teleport which makes the map even more confusing.
A proper map should work without any jumppad, teleport or ladder; those are only meant to spice up the gameplay.
I can agree so many jumppads in this "open" map may bring to a "duck hunt" gameplay (removing some railguns from the map maybe? But I don't think Akom would agree), and even I am not a great fan of teleporters (although my next map will have a few of them), but however speaking in absolute terms can be excessive. Even
the very good map you conceived has got teleporters (although all areas of the map can be accessed also without using them)...