this post is largely subjective feedback, but i think a lot of the changes i'm going to mention are worth considering. I think this map has some interesting things going for it, but also suffers from a lot of geometry that makes for uninteresting or unfun fights
So, I really don't like the way the point is set up, or your frequent use of freestanding walls in general. The thin narrow walls all around the point (that are only reachable by a small number of classes) are fairly easy to abuse and can be frustrating to play against if someone who is good is consistently abusing them. the only real counter is someone sitting back and playing sniper to shut them down.
consider converting them to shacks as indicated, with props to climb up onto them. allowing every class the opportunity to fairly easily access the highground around mid makes it less frustrating, and having blockier geometry around the point helps define fighting areas more clearly. also, setting up the shacks as shown allows for sniper counterplay, backing down the slope or pushing up the slope makes you much harder to headshot and can cover your body more effectively. for reference on these points, consider viaduct, arguably the most successful koth map in the game. around the middle, there is a rock on either side. this rock has a dynamic surface, is accessible by every class, and creates clear boundaries and rotations from one side of the middle to the other, as well as pinching the lowground behind the point. another benefit of these shacks is improving the height variability on the midpoint itself, which is flat throughout a large amount of area. hopefully these changes will make the middle point feel more viable and balanced for every class, especially slower classes.
Another issue that i think the map has is that it has no distinct high or low ground, everything is relatively flat (even though there is generally a lot of variation). I think if you were to just drag some of your highground to a bit more of an extreme and pull some of your low ground a bit lower it would make for much more interesting fighting in general.
Lastly, a bunch of important changes that dont need lengthy explanations
-your spawn is easy to spawncamp, make both doors full size and have them exit from different directions, increase the size of the exterior spawn area and make spawners have height advantage
-the yard between spawn and the point is a huge no mans land, you could basically delete it and merge the series of interiors from the point to the spawn and no one would notice, cause it wont be used anyway
-a lot of your flank routes feel incredibly isolated, they have 1 exit and 1 entrance and you just move along their length, compare this to basically any map that uses flank routes heavily in the game and you will see that they always have a bunch of different entrances
-there are a lot of high places (especially around the point) that look like you can access them but you cant. as a general rule of thumb, you should have a logical cutoff in height that you can jump to and then a significant space before the next heighest item in each area. heres a little diagram to better explain that.
on your map i count at least 4 locations around mid that are inaccessible but
lower than an accessible area, and 2 of those are lower than very easily accessible areas.
hope this helps, good luck with the map dude!