Apparently you're done with this, but I would like to leave something here.
People enjoy Hightower because it can be played both objectively and as a DM map. Some people like to play deathmatch on hightower, others are more focused on the cart objective.
In fact, the mechanics of the cart path allow this to be the case.
The start of the round usually has the most objective cart pushing. Then, both carts arrive at the ramp hallway, where they are guaranteed to be stuck for a while. During this time, Deathmatch ensues, with the superior team managing to push the cart up the ramp. When the cart is on the final stretch to the lift, one team goes on the offensive while the other goes on the defensive - or both at the same time. There is a final tower lift stage, which encourages even more randomness, and then the round ends with an explosion. A standard day on hightower.
I would argue that the most important aspect of hightower's appeal comes from how the PLR objective switches from DM and back at every turn. This appeals to both casual and "competitive" players. Your control point, the PLR carts, the gamemode itself, is the base and framework of your map. A map with a bad control point will not stand, no matter how casual it's supposed to be. This is why feedback is important. This is why the feedback was "fix the control point." A map maker must be willing to sacrifice their original vision in order to see both sides of the picture, all angles, in order to create a new map. Or a new vision. If you can do that, your map will probably be fun. I wouldn't ignore feedback at all, unless it's terrible. But you can lean certain directions.
I hope you don't judge this community negatively just because of our feedback. Most of us are coming from the right place.