Detailed feedback on a4:
1 - ramp at the end could be extended to the left a bit more. I really only ever hit that part anyways.
2 - this one's good.
3 - good, could be the first jump though.
4 - I'd extend the ramp to the left or just move it to the left. Like #1, I only ever use the left side.
5 - left wall could be extended/moved forward. I consistently either just barely have space to shoot it, or miss it.
6 - I can deal with wall jumps with the shootable part sticking out from the wall. The precision required for this one though is unnatural and annoying. The back gray wall could be lowered too. In all the attempts at this jump, I've never hit it more than 1/4 of the way up and completed the jump.
7 - I think this one's fine.
8 - distances and spacing is okay, but aesthetically looks silly. Why not put walls in the front right corner and make the first gray wall its own wall, so the area you have to jump through is narrow and not this wide open room with a floating wall looking stupid?
9 - The back ramp is totally unnecessary. In terms of difficulty, this should be somewhere in the first five jumps, if not first three.
10 - cool jump, I wouldn't change anything (aside from aesthetics)
11 - I would raise the right gray wall. You don't even need it. In fact, it's easier to get the correct height if you DON'T use it.
12 - I think if you really wanna have the ramp that far left from where the starting platform is, you should extend it into the wall (or SOMEthing). It's kind of ugly just floating like that. And the red pogo platform isn't needed.
13 - the spacing of the speed pogo platforms seems to be equal? If I need to get speed to do the rest of the jump, then the red platforms should be spaced further as the continue. OR, the gray ramp should be closer (IMO) so that when I've had to press S in order to make the next pogo, I have adequate speed to actually make it.
Will continue with the rest later.
Two general comments though.
#1, with even rudimentary basic knowledge of Hammer (which you at least have that, given that you made this map), you can vastly improve the aesthetics of the map. Make a simple skybox. Try to not have ramps and walls just floating in midair. Try not to have big empty space that the player is NEVER going to go into, unless you're doing some awesome detailing that adds to the jump (such as jump #8, that big empty area on the back right).
#2, in sections of jumps that you want to limit the number of rockets - I get that. But, for instance, if you only use 4 rockets because using more means you're not doing it fast enough to do the jump, consider putting in an ammo regen brush. This may be me being super nitpicky, but when I fail a jump, I immediately want to do it again - NOT wait for regen to kick in and put me back at 4 in the clip. So, putting regen in areas where you want to limit the number of rockets used won't make it cheatable, if the jump isn't doable by doing it slow enough to use more than 4. It will just make people like me happier that I'm not running out of rockets mid-jump because I didn't wait for the regen at the start of the jump to kick in.