I just played your map, and I must say, I quite liked it, despite the bugs I found. The first corridor set a nice mood with the blood and everything.
As for the inclusion of the gravity gun, I have no problem with it, but there wasn't much use for it in this level (I only needed it for one thing).
Anyway, here is what I think you need to work on:
**Turret room.**
The base of the tube you drop down has a misaligned brush on one side.
The broken door is set to touch activates, and also has carving problems/artifacts at the bottom.
Textures don't match up to edges of walls/ceiling properly.
The energy fields protecting turrets not visible until you get close to them.
You need a better effect to show that button/door is broken (sparks from the button etc).
The lighting is very bland in this room, and would benefit greatly from the kind of light strips that are used around the edges of the test chambers in the actual game.
**Water room.**
You need to use a func_portal_bumper on the wall where the metal meets the concrete.
The wall has a rather noticable break half way up the concrete, where the slimy concrete meets the clean looking concrete.
The metal texture needs to be broken up with lights and varying surfaces like in the metal chambers in the game.
The cube can be somewhat awkward to get on the button.
The door is not carved out properly at the edges, and also has a gap which can be seen through at one side.
**Last room.**
The glass needs the nodraw texture on the non-visible edges, as it interferes with the floor texture, and makes a flickering zig-zag effect.
The same effect can also be seen on the columns that make the steps rise, due to 2 brushes occupying the same space. Make the bottom part of each column wider to prevent this.
Lighting suffers the same problem as the earlier rooms as not being very aperture-ish. Edge lighting would work well here.
The ceiling is too low when going up the steps at the end
Also, on my first playthrough, I got myself trapped it the last room, unable to press the button, as i didn't break the glass with the turret. I fired a portal through the grated ceiling, went back for the cube, made a second portal and went through with the cube. After messing around in here I realised I could not get back out, and had no means of breaking the glass from inside to put the cube on the button.
I have commented on a lot of things here, but each one is small in itself, and easily fixable. I think this map has potential, with or without the gravity gun.
Speaking of which, does it have any intended use on this level, other than getting the cube back more easily?
Anyway, nice work. Good luck with this map.