I like the new stream detailing, the suggestion of lines to mark its course was an excellent one. As far as adding elements the two things that come to mind are either 1. details that point to a narrative or 2. details that make it tactically more interesting. For the first you have to develop a reason why someone is in the cave to begin with and it limits you to using the map for that narrative. For the second it keeps the cave more generic but makes it more fun to use: areas of mixed elevation, dangers, rough terrain etc. If option two I'd add a couple of raised areas or stalagmites to area G for a more interesting "final encounter", A hazard such as a thin beam or other element that will add a last minute challenge and make it hard to run to F, difficult ground for an encounter in E, and standing water in B for aquatic horrors. For the first option I'd need a narrative and theme the chambers along the way, but I'll leave that to you.