I'm not too sure what to say about this other than things that have already been mentioned, but it is looking very nice with the lack of dev textures for certain!
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You did tell me that people have had problems with stopping the intel carrier. My immediate assumption would be that the distance between the two intels is the cause. A player need only cut through one shed, grab the intel, run back in to and out of the shed and cut through their own one in under 15-20 seconds and it's theirs; if the enemy team is concentrating, the player can still flank through or under the building in the middle to avoid enemy fire and take a slightly longer route up the stairs next to the shed, delaying the cap by a maximum of 10 seconds.
As you suggested, moving the intels to the room behind the current intel spots would be a nice idea. Perhaps adding something in place of the old spot to force some kind of a longer route upon players who attempt to cut using the sheds as I seem to be calling them.
An idea I had was to lock doors and block routes off within the base of whichever team whose intel is picked up, this would enforce a longer route on the player while they're in the enemy base which would put them at greater risk of the enemy team and ultimately prolong the time it takes to retreive the intel. This idea would need a great deal of thought and adjustment in order for it to work with the map and gameplay and not against its balance, I also think it would be a very neat implementation.
See what you think, overall the map is coming along very nicely!