Your mapping workflow is bound to cause a mappers block.
You have a theme, and a main idea for the layout. The problem is, you map it all before knowing if it's the best option.
That might be a first cause for being blocked. It's easier to change and imagine things in your mind/paper that when they arealready solid world brushes.
I don't know why, but I think you're not controlling the scale yet. Adding a monster_barney or two around the map, or using chase_active 1 is a good way to always know how big things are. Right now you have a big and mostly empty map in front of you, and filling it with props and retexturing doesn't seem fun, am I right?
If you texture things at the same time as building them, it's easier to make them feel right. You should visualize what you are mapping before actually doing so.
For example, you have high vertical walls. Now that they are textured with a placeholder tile texture, you are subconsciously excluding the possibility that those walls have closed gates into which you can look at, or instead of flat they are actually irregular and made out of rock or snow.
Most of the map right now is in a flat plane, and the vent ducts don't feel like a good idea: players don't have a real advantage going inside.
There are a lot of improvements though. Lighting, although still very basic, is much better in this version. The red lights work as a landmark the way they are placed. The props you have so far look nice, although you seem to have different types of speeders. R2D2 and the other droid look great. The deathstar hologram is funny. I would make it bigger and maybe put it in the center of a control room. It could work as a good landmark.
You got rid of the halls, which is good, but I still feel it takes long to get from one place to another because of the size and lack of cover. I know it's considered bad, but you can add big crates in the hangars. Placing items on top of some of them will give players a reason to climb them and increase vertical gameplay.
More later.