So, I've played continuously up to E1M5 (including secret map), then my ride was stopped because Zandronum crashed due to unclosed lines problem in E1M6. I downloaded newer version of your mapset and the map worked fine. However I didn't properly play through the rest of maps, just briefly played or took a look. I more or less completed only E1M8 .
Now I'm gonna give you a bit of feedback. But I'm sorry in advance, as I won't be properly describing pros and cons and various aspects of each individual maps, like you do yourself when playtesting maps. No, I'll only share my general thoughts about your work, after my one-only leisure (incomplete) playthrough - I think I've seen enough to get an overall vision. I'll let the proper balance and gameplay testing to others, I don't believe I'm the right person for such things anyway, so sorry again.
Well. I will start frankly. I kinda don't know what to think about this mapset in regard to quality. But I dare to say that I can see how you mean the Fava Beans inspiration, even though I actually played only a little of Fava Beans and heard just a little about it. The thing is, each of the maps is like a mashup of the good and the bad. There are neat areas with well polished gameplay and awesome work with lighting, height variation and shape aesthetics. And there is a lot of these areas, enough to convince me about your mapping qualities. But then, a whole lot of areas don't match this quality and look like an average beginning 199X stuff. Like Fava Beans is. Strange angles, shapes and alignment, flatness, overly large and plain areas suddenly changing to cramped areas, inappropriate texturing, badly highlighted mandatory paths, chaotic structure and uneven enemy encounters (occassional enemy spam which only results in tedious shootage). All I can guess is that you've designed these areas, and intentionally refuse to work on them and polish them further. You could, and you knew it, but you didn't. And why? To achieve the Fava Beans resemblance. That's how it feels for me.
Take E1M1. The map impressed me from the beginning. The gameplay there was very satisfying and even felt kinda newschool. Then I stepped into the final teleporter, and appeared in an area which apparently looked different. By the first look - oldschool. I noticed it clearly, in comparison to previous parts of the map. And then I heard the cyberdemon. This was the breaking moment when I told to myself: "Eh? What's this supposed to be?" As I walked towards the end of the map, I got the impression that you wanted to make your maps in this mapset special, and decided to mix oldschool and newschool elements in them to achieve that effect. Later, after playing maps E1M2, M3 and so on, I realized I wasn't probably far from truth. Except that the "oldschool" design and feel kinda predominated.
Since M2, I viewed the mapset from a whole different perspective and my approach to it has changed. At first I kinda enjoyed exploring the environment and looking for secrets. But soon after, I started to strongly notice the oldie-like unprofessionality, whether emulated or not. The aesthetics stopped to please me, and I no longer was fascinated by exploration of this kind of environments. I just wanted to finish the thing quickly. That's another reason why I did a sloppy run to the further maps.
You must understand me right. I do see a certain "charm" in 199X-like maps, but spending hours by exploring a wonky-looking environment... it eventually becomes too much for me. The over-average looking areas weren't frequent enough, and those that were sometimes didn't play well. E1M6. You know which big area I mean. All the aquaducts with nukage looked awesome, but when it came to gameplay, the subpar oldschool was back and impression kind of ruined.
In E1M8 I rushed the end, didn't feel for getting 100% kills at all and used "resurrect" cheating. I'm not a fan of things like the narrow paths above nukage and excessive caco spams, that again degrades the experience for me. Even though I liked the look of the penultimate area when I was approaching it. I mean the area with a walkway, pillars with sergeants on sides and a switch in a distance which you're gonna press.
OK, that's about it. I'm curious whether you can confirm or disprove my opinion that you've just gave up on polishing certain areas in order to achieve the oldschool feel. Finally, I have to say that I enjoyed a lot of particular fights throughout the mapset. For example E1M9 has a very interesting beginning - you descend, but cacodemons raise up to get you close and you need to jump down. Clever! Well, I hope I'll see more of your great height variation and lighting work in the future, honestly I'm disappointed there wasn't more of it (in such a great execution) in this mapset.
So, again, now please don't get me wrong. I don't want to either criticise or praise you, I don't even know how you'll feel after reading this review. I'm just writing in all sincerity, as I believe it's the best thing I can offer you.
Summary: This kind of (partial) oldschool isn't my thing, but I found a whole lot of the good in this mapset, so good job and good luck for your future maps!