Complexity does not equal innovation. You can innovate a level layout without mindlessly adding more and more routes. There is a variety of tools you can work with that are not "paths".
One of the reasons why relatively "simple" geometry works well in Counter-Strike is predictability. In Counter-Strike you die very very quickly. If you get caught of guard, you are basically done for since you, as a player, don't have many tools to escape a sticky situation. Being killed from behind is NOT fun. That has nothing to do with "learning the ways of the map". If the map geometry becomes too complex, it decreases predictability, since players cannot rely on their back being safe. Furthermore, and that seems to be the point you are critizing it does make players having a harder time to learn the map. You got to keep in mind, that people will most likely spend their time doing something else, than trying to disect your complex layout just to master it. People don't do that.
To give some feedback on the acutal piece: I think that's a pretty good starting point. I agree with @Interfearance that it could use some simplification in some parts. Parts of the map also feel a little cramped, like the CT area on mid.
Furthermore there are a bunch of very long, straight and fairly bland routes, especially leading East and West from CT spawn.
Routing for CTs that wanna go mid, feels a little weird since you have to run a "U-Shape" followed by a "S-Shape". Might be a little tedious to navigate.
Retaking A side for CTs seems tough, since they have hardly any cover at close to the site.
Keep it going! Hope to see the layout ingame soon Good job so far