I've been working my way through this. I'm really liking the use of big space. It does mean that I spend a lot of time running from one place to another, but I think it works and I also think it gives the mod a nice "this place is huge, sort of abaondoned and kinda creepy" vibe.
Something that I have noticed - a lot - is that (I'm guessing) you don't know how to use the upper/lower unpegged line flags. The reason that I think this is that there are loads of windows/alcoves/switches (etc) where a non-matching texture has been used to hide the fact that the textures above/below a hole in the wall cannot be aligned properly.
Examples:
This is actually really easy to fix.
Let's look at one example in detail:
Here's what the line editor looks like in GZDoom builder:
Here's how to fix it:

1) Change the texture to something better
2) set the sidedef Y offset to be the same as the lines either side of the alcove
3) & 4) set the upper and lower unpegged flags
(You can, of course, do these in any order, the numbers are just for identification.)
Result:
BTW, if you were editing in UDMF mode, it is possible to set the offsets of the upper and lower texture separately. However, the above method works in any mapping format and has always been in Doom (though it's one of those things that unless someone tells you, you just never seem to find out - it took me years to realise it was a thing).