The left side of this computer (in particular) doesn't fit the wall so we can see a sliver of screen on the left and the small screens have their top/bottom cut off. Also the bigger screen slightly to the right is bent around a corner. Do screens do that?

(Also, it would be better if the metal panels further to the left ended where the wall ends rather simply getting cut off half way through.)
Looks like this door cuts right through the tech wall panel. Not a major problem but, if you think about it, it doesn't make sense.
Think about recessing doors and providing borders for them. e.g. (just a very rough edit in the same place that I knocked up in a couple of minutes)
The texture used to make this box (and you have used it elsewhere) is meant to be transparent. The black bits happen look OK in GZDoom but in other engines they are likely to mess up. They are meant to be used on 2 sided lines forming window bars or similar.

(Also, look at the lights on the ceiling. Many of them are big 64x4 squares but the walls cut right across some of them.)
e.g. of correct use
What they look like in some renderers.
Also, in a similar way, some textures do not wrap properly vertically if they are not a power of 2 (typically 8, 16, 32, 64, 128 etc) in height in some renderers. e.g. this door texture is only 96 units tall but you have used it in taller rooms.
Sooooo, what's this wall made of - cobblestones or boulders?

If you want to have clashing/different textures on the same wall, think about providing a natural border for them using DOORSTOP or SUPPORT2/SUPPORT3 etc etc. John Romero did this a lot in Episode 1

and eslewhere.
In the same area, why can I see the edge of the skull switch from map32?
and, again, watch those non power of 2 textures.
The amazing pipes going nowhere.
This area (and a few others) looks like you were entering a competition to see how many textures you could use.

I mean, obviously you want a bit of variety and doors should look like doors etc but this is excessive.
This time, a gameplay comment. What's the point of this blue key? It's right beside the blue door.

Ideally, in most cases, the player should come across the key-requiring door before they find the key. This gives them a goal (search for the key) and lets them know that they will have to come back to that location at some point. Putting the key right beside the door is pointless as is (usually) setting up the map so that the player always finds the key before the door even if the key isn't close to the door. (Because why not just use a normal door in that case? The player was never unable to get through the door so why bother with a key?)
And again, same area

Computer console chopped in half, computer wall panel chopped in half...