Yeah, the way the map is now it's going to have two viable strategies.
1. Wall in, tech to BC/Carrier/Broodlord, select all, attack move in enemy base. Flip a coin to see if you win.
2. All-in rush.
The lack of expansions makes 'regular' playstyle a lot less viable. For instance, when someone walls in with cannons and techs to their capital ships immediately, the correct response is expanding like a madman and outproducing them to be able to defend their high-tech push until they are mined out.
With only two possible expansions, both really close to the bases, you simply cannot muster enough resources to do this, and if you do double expand, the enemy can basically destroy your expos within 20 seconds. Fly out of base briefly, target town center, go back to camping. Repeat. Win.
Layout looks interesting, but I'd suggest working on the money aspect.
If you are going for a really small, intense map, perhaps it might be an interesting idea to many very small high-yields and make the in-base resources pretty low?
That'd encourage a pretty dramatically different playstyle.