Changes:
-increased the captime of both A and B from 24 to 40
-rerouted the underground route from B to C to be much faster and more varied in options
-removed a section of ice wall from C to allow BLU snipers to threaten RED if they're on top of the wooden structure, as was my original intent
-RED now starts the round with a 7 second respawn wave time instead of 9
-RED now has a 10 second respawn wave time after A or B is capped instead of 9
-moved C into a shed on the low ground to prevent RED from watching the point effectively without taking the low ground first, which means RED has to come to BLU to stop the point being capped rather than BLU having to come to RED, which should make the chokey nature of this point a little more bearable
-broke up the single huge slope between BLU spawn and their routes to A into multiple small slopes
-shortened a couple of one-way door triggers that could be opened from the wrong side via players doing the pixel-walk thing which lets them clip slightly into the door
-The fence at B that disappears once the point is capped now gets killed instead of disabled - this should prevent its collisions from lingering and making BLU unable to move through it
-added respawn room visualisers to BLU's first spawn to stop RED from just waltzing in there once setup time ends
-Added a missing resupply locker trigger in BLU's B spawn
Possibilities for A2:
-I could give RED a speed boost off spawn until A or B is capped, which might solve the problem of it being too hard for them to defend either point - hopefully, though, the newly-increased captime will solve this on its own

-I could rework C to be even closer to A and B and design it in such a way that RED doesn't really get to hold very far forward - again, though, I'm banking on the captime making it easy enough for RED to defend A and B

-I could rework A to make it harder to capture, but that's a lot of effort and I want to see if these small changes work first.