Single player, I see. What's your plan for path through the level? Just guessing, I'd imagine you'd put the player start point in the top right hand corner or the bottom right.
The bottom right might be nice, because that top corridor with the pillars would be nice for a last pitched battle.
Conversely, the top right would be nice because you'd have enemies shooting through that window from an 'unknown' area - and you'd get a glimpse of a room you cannot yet access.
Either way - looks good. Watch your gating options (where you slow the player down, or make them take another route). For example - the partition room has nothing to stop the player from running straight across that bottom corner in one door and out the other. However you manage it - it'd be more interesting to block that path off (or better, make it more dangerous) so that the player can't just run past enemies in that cover.
Watch out for those large rooms at the bottom too - unless there's juicy pickups in there (or objective important items) the player doesn't have to go in there unless they want to.
But definitely great improvements already!

Feel free to ignore all my witterings, by the way - sometimes I feel I'm being unfair. I'm just trying to help though, and this is stuff I've had to struggle with in the past.