Today I played that map the first time and I already like it, although it seemed too hard.
First thing that annoyed me was the (almost) lack of 2bar common beacons. I don't demand 3bars, but even with 2 1bar mines (which were the only ones in range) I could barely build up enough forces to defend (no way to think about attacking). Of course that was also true for my allies (although Highlander somehow managed to find 2bar common and even rare which of far too little was on the map). You should place a few more (not many) 2bar common beacons on the map and you should make sure that players can find rare in every region of the map (1bar would already be good for most players, some could get 2bar). Randomness is nice, because it makes every game different, but too much randomness is bad, because it makes the game unplayable. Let me put it that way: There are the kind of players who like to try a hard mission over and over again just to proove to themselves how good they are, when they finally beat it. But the majority of players wants to win the game with the first or second try. (and here I'm talking about medium skilled players)
Something else is the mission objective that says not to launch the starship before enemy cc is destroyed. Its completely acceptable to design the mission in such a way that one objective must be completed before the other can be worked on. But its not acceptable that this is implemented in the form of a severe logical flaw. You still have to explain why building a starship would mean to lose the game (launching the evac module could, but not launching a random module). So, why don't you hold back the corresponding tech until the first objective is fulfilled? As far as I understand it, the trigger is already there (with the wreckage). You only have to add the condition that the enemy cc must be destroyed.