I played for a while, but eventually gave up because with every single guard helmeted this began to feel like a "forced ghost" (no knockouts) mission which is a style I don't personally enjoy. I won't rule out coming back to it at some point however, if I feel like a challenge.
Feedback based on what I did see:
While it was thrilling to hear somebody actually use my ambient music, I did wonder if you perhaps used too many different ambients. With a different one in almost every room there was a bit of "mood whiplash". I'd probably tone down the variety a little: maybe one ambient for the streets, another for all rooms off the streets, another for the museum etc.
The architecture was nice, although I'd suggest giving rooms a whole number of wood panels (some of them were half cut off by walls).
Having a mixture of frobbable and non-frobbable doors which look almost identical is frustrating, and forces you to potentially expose yourself just to discover that a door is purely decorative. I would suggest clearly distinguishing the two varieties, as the original Thief games did.
I really liked the storage rooms with lots of spare lamps and stuff. Something believable that I've never seen in a mission before.