You might consider this?
It looks more complicated than it is, but that's due to being able to pass from left to right and vice versa, which you seemed to want for your map. I would personally restrict it, which would increase optimisation and simplify the general base layout. But it would also mean less flanking oppotunities after entering the base. It just depends on your overall desires. Also, it is kind of 'windy' due to restricting long sightlines with doors/walls.
The main issue with this is that due to the spawn placement and how you've just extended backwards, the path on the right is quite long, and to prevent the long sightlines you have to make the route
even longer via putting in bends.
Alternatively to what i've presented.. you can see 3 routes to the intel room. Left (lower), middle (upper) and a drop down on the right which is also upper (but one way). The middle path has 2 routes into it (as indicated by the blue arrows), you could remove the entrance from the right side and move it down to where i removed the door from before (on the wall below that i moved further to the left). Adjusting the doors for sightlines/optmisation.
Also, where i put the "jump down" capability at the bottom, you might alternatively include a wall with a window in it, as there's a fair view into the corridor running parralell, through that doorway. It would stop spamming through it but keep the capacity to view threats available.
With the additions you have made, i think you can afford to move the spawn forwards some, you already have 2 corridors from your spawn.
edit: updated image (might want to refresh page to see).