The coaster has a nice design, but it doesn't really resemble an Arrow Looping coaster. The initial swooping, turning drop has a Viper (SFMM) // Great American Scream Machine (SFGADV, defunct) // Shockwave (SFGA, defunct) feel to it. Normally, after that, at least for the taller and earlier Arrow models, you'd have a very awkward climb into a normal-sized loop (again, refer to Viper, Great American Scream Machine, Shockwave, Anaconda, etc), OR, in later models, and I think Tennessee Tornado is the only one that has this element, you see a giant loop such as the one you used.
But from there on, you feature inversions that aren't seen in any Arrow coaster, and if you were going for realism, they could have been better left out. I know the game supplies you with a bunch of premade inversions for the American Arrow coaster, but 80-90% of them should never be used either because they're badly designed (and you're better off creating your own — best example is the Batwing element), or because they just don't exist in the real world.
When I think of generic Arrow coasters, the absolute musts are: head-banging (which means, terrible transitioning from one element to another — when I design Arrow coasters I have to strike the perfect balance between using the smoothing tool, and "not using it"), mid-course brake, double corkscrew, double loop.
Several models obviously break free from this pattern, but I like to keep at least TWO of the aforementioned "musts" to really retain that Arrow feel.
Coaster design aside, the queue is obviously very well-done and the area as a whole feels complete without feeling visually cacophonic, which can be hard to achieve.