I am checking your layout atm, so you do not need to fix anything anymore, but as general feedback:
Disabling simulation only needs to be done on interactive objects (so objects with animations like interactive doors or a gate that can open, etc.) and objects that can be moved (physics), like chairs and tables, etc. but these then needs to be carefully placed and is recommended to not use these at all. And NEVER on any other object, so H-barriers do not need to be simulation disabled, as there is no animation.
Buildings with simulation disabled,.. won't have functional doors, while the user still gets the 'open door' icon, if you did not LOCK the doors as well.
You may not placed objects on top of other objects: planks or timbers from 1 building to an other may end up floating if the building is damaged. The same counts for scaffolding: if you place 2 on top of each other, the upper one may stay around floating, while the lower is damaged.
Objects like tents and bungalows, etc. should not be crossing fencing or other default BIS objects (causes micro stuttering/lag). The hospital has ground visible in the building through the floor, it has rocks and bushes clipping into it, etc. these should be avoided (hide the BIS objects, or relocate the building).
You forgot / overlooked some objects' heights still, the buildings NW of Paros for instance.
The factories (2 at 1 spot) were still having entrance elements, which should be closer to the ground. Gas station pumps were floating a little. Some of the office buildings could be lowered still.
A crane was having the stairs too high to access them, etc.
Advice: the most buildings have a visible line around the entire construction, either a notch, a granny or nook, which gives a clearly visible border which should be around ground level or a little above ground level. If you place the corner of the building of this ground-indicator at just touching the ground at highest point of the ground, then rest is hopefully okay, then check the lowest point of the ground, whether this is functional. If not reconsider the entire placement.
I opened the tents on the south of the city, so they could actually be used to hide from darters (for as long as they don't get destroyed). Also hidden the unnecessary details of the tents (solar panels/logo).
I also locked various doors, in attempt to lower the load on the server.
You made a very beautiful detailed surrounding, yet everything is placed far too coarse and requires more polishing. Make sure you place everything SPOT ON. Within the time (this entire morning) it costs me polishing the details, I may have made the majority of the mission myself in similar amount of time, while now I still may have missed something (well that probably happens anyway).
I expect to finish polishing this layout and if so place it as recommendation for a potential integration in a future rotation (which is not a guarantee it will make it, depending on many variables).
The current rotation (Set A) may be swapped out with a next rotation set (B), which already is complete. Putting your layout on the list as a potential candidate for a farther future set, (say Set 'C', which does not exist yet).
Concluding: I consider this layout an interesting concept, however it is breaking the guideline of expanding a city (or in this case even connecting 2 villages), I will propose this layout anyway, as exceptional test case to see if you have pushed the boundaries and found an acceptable exception.
As emphasis: the guidelines are in place for a reason and are only becoming more strict, exceptions are highly recommended to be avoided, as like this layout, it does not meet the guideline and usually it would be ignored for that reason alone. This is an exception for test purposes only!