Reducing bloom overall
Removed, well blocked off, several flank routes on the last point
Adjusted ammo placement on the first point to help Red set up defenses on the point
Small rework of the positioning of the first point to help Red reach the point
Decreased max amount of time on the clock (was 10 minutes, now is 6 minutes)
Increased time to capture point A (was 6 seconds, now is 8)
Respawn times have been tweaked post point B capture (blue: 3 secs -> 5 secs | red: 8 secs -> 4 secs)
Complete rework of the first point
Major rework of the last point
Widened shared spawn rooms back area
Added new spawn room exit for the shared spawn room
Added sightline blocker by right ramp to B to stop sightlines into it from A point
Changed the interior of the blue inital spawn room to provide better spawn coverage
Added some taller fencing near the blue left building secondary door
Added TF2M's feedback relay to remove the last point area's barriers during testing

Figured out how to allow Red to contest the first point

Reworked the diagonals of track leading to the last point to provide fewer sightlines to red's spawn and other areas of the map
Did a slight reworking of the cart's right lower path during the last stage to reduce diagonal sightlines even further

Moved the rightmost resupply cabinet in Red's last spawn room to around the corner to prevent spawn camping
Moved around Red's last spawn to allow for more spacing between it and the end of the payload track
The large healthkit on the left flank of the last point has been downgraded to a medium
Fixed a few pixel gaps from the orange doors (blue spawn room #1 and blue's left building)
Slightly increased the sting damage of bees