Well by request, lets see...
---The legend is always a good place to start. As it currently is, it could use a little more appeal. It seems like a rather bland slab or slate that was simply used for a quick legend. Perhaps adding an elegant border, some sort of crest thing on the top maybe, perhaps some more visuals from the book's work, etc. Also Gondor and Ruhn are somewhat similar in color the legend, look into making a stronger difference.
---As for the map, I particularly like the ocean and the internal lakes. Some of the little streams I see are used as borders (though passable), but some are not (I.E. Lake Evendim). This could create a little confusion, but I think everyone will generally catch on after a quick glance and logical thought. The impassable river borders are alright. I feel though they are simply blue lines spilling over, and not much like a river. I am not sure what more can be done, perhaps tones and shades here, so every river is not the same.
---The bridges definitely could use some work in the art department. I see that you attempted to make them similar in feel to the one way arrow pass, but I'm not sure that the dumbell bridges harmonize with the map currently. I suggest looking into some sort of visual representation for the bridges toward the mainland center (though obviously the sea routes would stay similar to as they are now, which could work due to the smaller numbers.)
---The font was quite an excellent choice I think. It is much more appealing than the standard Times New Roman and Arial fonts. I think the font helps add that little extra thing to the visual factor.
---That said, it feels like 3 of your continents have a texture, and the other 4 do not. Red, Purple, and Brown each have their distinct qualitative traits. But Green, Yellow, Blue, and Orange seem to be lacking (though I see a subtle hint of one perhaps in Orange). I suggest perhaps making them uniform in texture (But not the same texture obviously.) It seems odd to have a few with texture, and a few that seem like painted glass.
---And while talking about continents, I rather dislike some of the borders. They seem to be of a thought process that said "Well a swoop here...little jag here...small point here, double mountain peak jag here..." The seem rather bland. But I do not know if this is how the borders are actually represented from the source material, or if this is your own doing. I know you wouldn't want to mess with the borders much, but South Gondor for instance has a neat border. As does Harlindon, and many of the other blue countries. Anfalas is alright, Andrast, etc. But a few countries in green, yellow, red, and brown seem to have rather uncreative and unappealing borders.
---The colors were pretty good choices. Though I've a gripe that they are almost too strong and bright. Perhaps a bit of darkness would help alleviate the blinding aspect of the map as it is. More tones and subtle variations would benefit from this map I think.
---And now to the wretched mountains. I am personally not a fan of the mountains. They seem almost out of place, being black and gray. They don't quite mesh with the visuals on the map, and seem to stick out as if protruding from the map. I see that you have done a few things to make it seem less like repeated patterns (I.E. flattening and resizing them.) I think that aspect is something that helps in that department, but perhaps looking to some other color adding to the mountains, or maybe a different visual design of them, or a collection of various mountain images. Just a few routes to look into.
---I've said it before, and I'll say it again. I absolutely hate the use of white circles. It looks more like a random kindergartner got hold of the teacher's paper hole punch and wreaked havoc on your map. A gray tone I've always been fond of, but if you are a stickler for the white they can stay, but I feel it adds to the problem of the map being blinding bright, and detracts from the overall color ratios. Also, I think Tolfalas could benefit from moving the circle to the side of it, in the ocean. Then you can actually see the island you are conquering, rather than just the circle. (Psst, it looks like all the circles have their respective colors surrounding the white area, except for orange, it seems to have a darker black. Just something to point out.)
---While doing the analysis I've noticed a few things that might cause confusion on the map. Can Enedwaith attack Minhiriath? It looks like the river doesn't extend down to the ocean. Also for example can The Shire attack Belegost--same idea. Dorwinon-Iron Hills. Throw in an adjustment at Harlindon-Minhiriath just to make it more clear they can't attack. Quick fixes there.
---Eriador~~ 7 Countries; 4 Borders; 6 Attack routes. 5 almost seems a little low due to the large number of borders and medium number of countries. But I see that you can limit your borders down to one less, by taking over a few purples so that is a nice plus. Perhaps a 6, 5 isn't so bad.
---Gondor~~ 5 Countries; 4 Borders; 6 Attack routes. This currently seems quite unbalanced, for only a bonus of 4! I think the Tolfalas connection to Far Harad isn't needed per se, it seems to be reiterating something South Gondor can already do. And a connection link to Tolfalas to Anfalas (even though they are in the same country) isn't really needed either. Taking out the Tolfalas gives you 3 borders, which seems more reasonable for such a small continent, but still quite high. Having 3 borders would be ideal for a bonus of 4, maybe leaning more toward 5.
---Lindon~~ 4 Countries; 3 Borders; 3 Attack routes. This continent, even for its size, is in a minature chaos. Such a little continent, for a bonus of 2 but three borders! This seems out of proportion. Perhaps cutting off Fordlindon from Angmar, but keeping the routes between Forochel and Angmar would help alleviate the problem there. That would knock it down to 2 borders for a bonus of 2, similar to say S.A.
---Mordor~~ 5 Countries; 2 Borders; 3 Attack routes (though 2 if you take out the Tolfalas-Far Harad connection). This is a nice little continent. Essentially it similar to Lindon, but it has extra strategic value due to the one way pass. A value of 2 seems fine.
---Rohan~~ 8 Countries; 6 Borders; 5 Attack routes. Currently in a larger chaos than little Lindon. 6 Borders is nearly unreasonable, though it does have a little saving grace that it can take Lebennin to limit the borders down to 5. But even then I think a value of 7 seems too low. Perhaps an 8 due to the border to country ratio. If you really wanted to limit the borders down to normal 5 (without having to take over extra countries), I'd get rid of the Westfold-Lebennin connection buy extending the mountains out. That could help the chaos problem that is currently stewing in Rohan.
---Rhovanion~~ 6 Countries; 4 Borders; 4 Attack routes. This is an interesting medium continent. It's at an obvious disadvantage due to the one way attack, but that isn't necessarily a bad thing. It doesn't look like much can be done about borders. 4 borders for 6 countries is quite high. If you wanted to look into eliminating 1 border, I'd extend Dagorland so it would touch South Gondor, freeing up Emyn Muil. If that is done, a value of 5 seems alright, though 6 could still be argued. If that area isn't pursued, 6 could work as a bonus value, but I'm not liking it very well.
---Ruhn~~ 5 Countries; 2 Borders; 4 Attack routes. This country is essentially the same as Mordor and Lindon. So they should have the same values (though you could make an argument to make Mordor 3, and the others 2, due to the strategic value of the one way pass). Keep this continent similar to the other near identical ones.
I assume the 40 countries was deliberate. That makes for good 5 and 4 player games.
Overall this is quite an interesting map, but I think it still could use some work in all areas to improve the appeal, playability, and constancy as a map.