@csWaldo There are two kinds of information gathering skills, deduction which gives you knowledge, and induction which gives you varying probabilities. At the beginning of a defuse round, both teams competing at the highest level of play will know where the soonest possible engagements can happen around the map, If there is no enemy target at this location where they would expect them to be, they can begin to deduct positions 1 by one as they move around the map. This is the player exercising their deductive skills. The more players alive on your team, the more information you have.
However, as the match progresses, team members die, time passes and you will now be forced to lean on your inductive skills, making educated guesses as to where enemy target may be. Either because you are alone moving into a bomb site to arm and you don't have information because your teammates have died, or lost track of the enemy. This degenerative process begins as soon as both teams engage and the amount of information gatherers thins out and all of a sudden 1/3 of the map is left unobserved
Now, getting to my point; where exactly educated guessing turns from a valuable skill into a "game if chance" is hard to pinpoint. While most of us will probably agree that having more information so that players can make better informed decisions is a good thing, at what percentage does it become a gamble? this is semantical and not worth digging into, but I wanted to point out that induction is a core skill of CS as well as any competitive game, just because there are situations where you will have to make educated guesses does not mean it is a fault.
The degree to how much you will have to use your inductive skills in Victorian may be higher than other maps, but it still has all the same core features you listed in your post. Victorian will have players exercising all the same skills they are used to when playing vanilla maps. A lot of the positions you see around the map have to be EARNED. Terrorists can't get on the warehouse rooftops without smoking the double doors at the bridge, and even then they will be putting their backs to the CTs defending the bridge because of the way I positioned the ladder to line up with a certain angle on the bridge. terrorists cant get access to the apartment rooftops without sacrificing some valuable travel time at the beginning of a match, and they will have to break open a window which acts as a audio que for CTs on the docks below.
Right now all of your objections, and the communities objections by extensions seem to stem from the simple lack of comfortability because you don't know the key engagements yet, you don't know that CTs can throw an incendiary at the Ts alley way exit which buys you and your team enough time to set up around their exits, your team composition on the map hasn't developed enough to feel comfortable with the information they provide and as a result everything FEELS like a risk. Just study the map, learn the key engagements, try to find exploits and than think of ways they could be countered, use your brain, this map isn't going to hold your hand, that much is clear even by looking at the early pictures and ive even disclaimed this myself several times, its not very intuitive, but that doesn't mean its irredeemable, only that you may not have to patience to find those redeeming qualities.