Are you using Single Zone or Multizone force sections? Because right now it's too robotic to feel like a B&M. In general, I've noticed that having several time zones together that break at the same time for roll and force is always a terrible idea. It makes it feel too simple and, like I said, robotic. Try to separate the break points in the time zones (specifically, I always follow the rule of thumb that your banking transition should generally be longer than the corresponding force transition, if there is one). Most notably, your 0-g roll appears to transition to 0 G's with no roll, then roll 360* while it's 0 G, then transition back to positive, again with no roll. This is a terrible way to make a 0-g roll. Your rotation should start a good half second or more before the force reaches 0, and end a half second or more after it's finished being 0. This fixes several things: 1) less kickout. Makes it more comfortable, and thus realistic. 2) slower rotation, so fewer lats. Again, more comfortable and realistic. 3) Because of the slower rotation, the track won't be sideways at the top as it tries to rotate about the heartline too fast.
Try out these tips, and see if you like your results. Also, try to use the timewarp transition function and play around with it. It can change shaping subtly enough to make it realistic, but not drastic enough to make you have to go along and fix everything past it on the track.