One reason why some bots don't do very much is that there are 2 PlayerStarts without incoming or outgoing connections. It might be an idea to get hold of sektor's MapGarbage and Buggie's Mapchecker tools - there are threads for both of these on this fourum. Both tools are invaluable for giving insights on possible issues that may need to be addressed.
Here's what MapGarbage reports on the navigationpoints
BreakPointsFound: These 27 navigation points aren't that used as valid paths. They might be break points if are a piece of a road.
NoIncomingPath: VisibleTeleporter0 is not having incoming connections.
NoIncomingPath: PathNode137 is not having incoming connections.
NoIncomingPath: PathNode483 is not having incoming connections.
NoIncomingPath: PathNode20 is not having incoming connections.
NoIncomingPath: InventorySpot77 -> HealthVial13 is not having any incoming connection...
NoIncomingPath: InventorySpot129 -> UT_ShieldBelt1 is not having any incoming connection...
NoIncomingPath: InventorySpot143 -> HealthVial16 is not having any incoming connection...
UtterlyUseless: PlayerStart9 is not having any path defined.
UtterlyUseless: PlayerStart14 is not having any path defined.
UtterlyUseless: PathNode18 is not having any path defined.
UtterlyUseless: PathNode22 is not having any path defined.
UtterlyUseless: PathNode23 is not having any path defined.
UtterlyUseless: PatrolPoint3 is not having any path defined.
UtterlyUseless: PatrolPoint4 is not having any path defined.
UtterlyUseless: PatrolPoint5 is not having any path defined.
UtterlyUseless: PatrolPoint6 is not having any path defined.
UtterlyUseless: PathNode116 is not having any path defined.
UtterlyUseless: PathNode480 is not having any path defined.
Isolated: InventorySpot7 -> WarheadLauncher1 is not having any path defined...
Isolated: InventorySpot56 -> SuperShockRifle0 is not having any path defined...
Isolated: InventorySpot67 -> SniperRifle8 is not having any path defined...
Isolated: InventorySpot68 -> BulletBox23 is not having any path defined...
Isolated: InventorySpot69 -> BulletBox24 is not having any path defined...
Isolated: InventorySpot76 -> HealthVial12 is not having any path defined...
Isolated: InventorySpot90 -> HealthVial6 is not having any path defined...
Isolated: InventorySpot138 -> UDamage2 is not having any path defined...
Isolated: InventorySpot146 -> WarheadLauncher3 is not having any path defined...
Regarding weapon placement - one possible strategy is to place a weapon fairly near to each PlayerStart and then to distribute others near to objects like the remote or toiletries - having regard, of course, to the overall number of weapons you want to put in the map. It's not easy though given the scale of the map.
Given the low-gravity environment, I possibly wouldn't put the BioRifle in nor the Ripper as the projectiles tend to be affected, to a greater or lesser extent, by the low gravity. As a player, I think I would be looking to use the weapons with the longest range like the sniper rifle and shock rifle most of the time, taking out enemies from as far away as possible, and using the minigun, RL or flakcannon for shorter/medium range attacks.
I'm probably not the best person to advise on this as I now tend to use CounterStrike weapons in StuffSwapper most of the time and in this map I would spend most of my time sniping rather than gettng involved in closer combat.
The passageways up in the ceiling are interesting - just worked out that one can on top of the beam and fire down so one can command quite a wide area from there - nice idea that I didn't quite appreciate at first.
The amount of detail in the mapping is amazing - and so many places to explore, including locating the 2 XVehicles that add an interesting dimension to the map as a whole.
Just found the pop-up pictures of your dogs - a nice touch that.