I guess I'll put in my two cents here,
since my maps have been getting noticed recently in the comp community and it seems like nobody else is getting any "luck" with it.
What everybody has to realize first off is that the competitive (6v6) community is very close-minded, when it comes to gametype. Last season of ESEA there was only 1 map that was not 5CP or KOTH: Gravel Pit; and that got voted out for this season replacing it with koth_ashville.
The community has a hard time getting used to A/D CP maps, and generally dismisses them upon testing just a few times - I was lucky that Edifice got tested when it did, but once it hit late beta it died out completely because nobody was interested in it.
Basically what I'm saying is that if you want to make a map for comp, your best (if only, in most cases) bet is 5CP. If you want to change the meta, or make something different, don't. Your map will not go far. I'm sorry, but it's true. Personal experience with A/D has solidified my belief in that. If you don't like it, well, that's competitive for you. CTF is defunct, nobody will ever want to even try PL or PLR, and even KOTH tends to wear on people after a while. If you're not making 5CP maps specifically for comp, then it's not the right place for you.
Besides that, if you're looking to map for comp, it's practically a completely different thought process - chokes have to be considered, every area and path must have a purpose, arenas cannot be too large, spawn timers have to be good. This can be hard to obtain mainly because of the meager amount of testing the community provides. Pub testing will usually never help a comp map, unless it is only for testing logic. I have made literally 0 changes to sunshine based on pub testing.
And nowadays it seems like the easiest way to get a map actually into the game (which is everybody's end goal here, right?) is through it gaining popularity in comp. The three most recent comp maps (gullywash, process and standin) were all developed with a high attention towards the comp scene, and all that payed off. I'm not saying it's impossible to get a non-comp map in the game, it just seems leagues harder than it used to be because of the way things are going. That is, if you are OK with working on 5CP for months on end - other maps, as described above, are usually not accepted. That's how it is, I'm sorry. I learned this the hard way with Edifice.
Yes, competitive players give a lot of feedback. A lot of it is (surprise) bad feedback. I've learned to work through this. Sunshine (my newest creation) was tested in comp since its first alpha version and so far it's my most popular map in comp. It was remade completely once since then and various areas have been remade a lot of times over as well. It takes work, and dedication. You can't just simply throw a map into comp expecting them to pick it up. You need to develop it specifically for comp, and only for comp. That's how snakewater got so popular. That's how process got so popular. And that's the only way, in today's TF2 world, that you have any chance of making a comp map popular. Involve yourself with the community, don't just throw it out there. If you don't like the community, then please don't complain about it and just don't map for competitive (leaves all the more opportunity space for people who actually want to pursue it).
Of course, I'm talking about 6v6 here... 9v9 is a different story. Do what you want with that, I have no idea what it's looking for anymore. I have not and probably will not involve myself with 9v9 again, though, after the torment that was sifting through the piles of garbage feedback left for Edifice. Ugh.