As we already discussed moving the spawn area to a central position (behind/above the cap area) should make the right flank less of an obvious choice for attackers. The route was previously OP due to the medium health kit in combination with it's generally short travel time to cap room, and being the far side of the base from the defenders spawn room.
providing a drop down from the spawn here is one way to reduce spawn camping efficiency (which comp players are very good at, apparently) as it is close to the front lines/main path to cap room, subsequently causing it to see much of the player traffic. As well as reducing a players confidence in successfully traversing this route, making the centre path a much more viable option.
Because moving the spawn like this will make the left flank a much longer journey to nomans land, it may be worth pulling the front of the base there back. Doing so would help reduce the feeling of infultrating deeper in to the base for attackers; if they were to flank and enter the base further along the path. But also allowing players exiting to weigh up their options sooner by gaining that visibility of the centre. It also means you have more potential for outside details as it's currently a very small portion of the map.
There's a possibility of joining the far left and right flanks in the middle doing this, but i don't know how much criss-crossing you desire in your maps gameplay. It would probably also reduce optimisation and dilute player focus by giving them too many options. But this may not be the case for competitive play as team coordination is that much more coherant. It also helps the defence when there are limited routes to the objective as they can better anticipate player movement. Which may be another consideration for balance.
Hopefully these changes (or variations there of) don't skew player movement too much, as it may make the lower right flank more of the main exit than the central one. Which may be an issue in getting players to notice the intel on the bridge if they do end up exiting the base on the lower right flank.
Just an illustration of moving the cap area back. This allows the previous cap room to serve as the 'go between' or 'buffer', whilst trying to reduce the additional travel time involved, as the current times are within acceptable limits already (IMO). Adding a significant add on to the exterior of the base reduces some of the maps positive novel gameplay such as fast paced action and quick caps.
Just a little comment on the middle. There's not really a whole lot of space to manouvre on the sides. You could probably afford to open up a bit.
Also it's generally not sensible to allow players to "trip over" health packs on the way to an objective. grabbing the intel i could chose to get half my health back from under the bridge (fair sacrifice in height handicap and time taken out of reaching the objective), or trolly on through the middle still passing 3 minor health kits and another slightly out of the way on the left of the cap room. I've found the practice of providing ammo but not health (without a significant sacrifice at least) around the centre of a map to be a common and sensible practice (Reference: badlands central cp, 2fort's nomans land). Of course this depends on other health kit placements in the map as well, i mainly mention this because of the health kit immediately on the other side of the entrance here. In the case of turbine, the 2 nomans land mediums are somewhat justified by a complete lack of drops anywhere else nearby.