Dude, really impressive map so far.
I've got a few constructive comments to make about the map plan. Please take note that this is just my opinion and I'm not ordering you to do anything. It's just thoughts coming from my experience...and has nothing to do with the cartoon. (I havn't seen it) These just come from a historical background and an interest in playability.
First off, I love the Republic capital ship. Here's my first word of caution: I see what looks like a place to land at the bottom of a ramp. Good idea. If it's not possible to land inside the gates, that's what would happen. Normal tactics.
however, be careful on just how far down you let the gunship park. Currently it looks like quite a ways. In BFII, covering a large open space is a. time consuming and b. boring. So just be careful about that. If you're set on the ramp as it is (you did say that you were close to finished with the models) then maybe throw in some more terrain variation, be it rocks, craters, pillars, whatever. Another thing you could experiment with is providing a really great reason the gunship doesn't just land in the monastery gates themselves. Anti air turrets?
My second and basically last complaint falls into roughly the same category. The courtyard deals with another HUGE open area with little variation in eye candy. From a historical architectural perspective, b'omarr palaces appear to be one part egyptian, one part eastern culture (asiatic) and a large part alien. I say this because different cultures have different means of creating space (specifically in this case, a courtyard) The egyptian style of the old and middle kingdoms was set mostly on overwhelming the visitor with the ridiculous size and majesty of a monument or temple. (whereas the greeks focused on making things beautiful and emphasized human proportions) Starting with middle kingdom temples, there was a focus on axis, which we can see here. However, they never constructed empty spaces with a singular path with a colonade. (series of columns) This courtyard also shows asian influence through the idea of surrounding the entire property with building and turning inward.
Now that we've established this, let me recommend, not only from an architectural persepctive but more importantly with gameplay in mind:
For the courtyard provide more variation. The massive open space looks kinda cool, but it looks first and foremost like you'll randomly die every five seconds. I would recommend instead of sprawling the columns throughout the entire thing, maybe have a garden someplace along the path (spritual connections are made in gardens, so even if it wasn't in the cartoon b'omarr monks would want something like this) with maybe a stream, bridge, etc.
Now obviously that can't and shouldn't span the entire length of the courtyard. You still want a procession of columns.
Looking again at egyptian temples and palaces...their courtyards were never empty either, though they didn't fill them with plant life (they were in the freakin' desert, after all) but instead they had other smaller buildings for things like storage and housing for people like priests, etc. My recommendation to you to keep the survivability rate reasonable would be either before or after a garden (after would be the most aethetically pleasing altough it could go either way) and before the colonade as we see it would be to place smaller buildings in the courtyard. If you want a quick fix I'd say that there's a lot of good mos eisely models that would fit right in with a quick remodel. (tall weird shaped towers + some other stuff for maybe like a storage shed or something) Then after that leave some great open space for starfighters and stuff.
If done right it would add a
ton to the procession that you currently have going for you, add visual eye candy and add a lot to overall gameplay. It might just be worth it to go a little off canon. (pandemic did it!)
I realize that may be a lot of work, and it just might not be part of the vision you have for the map. That's really ok. That's just my $0.02