To this day, the biggest gripe I have with the map is the final spawn area; never before have I seen people take the stairwell to the upper house area (I'm talking in the courtyard, not defending the final point). That area should be prime real estate for Snipers, as well as the fastest method for RED to pour out into the field, instead of taking the more "natural" route of the lower path and being ran over by oncoming BLU.
The thing is, the way the room is positioned, when people spawn they walk out towards that main room under the houses. And what do they see? An open path to the courtyard. The stairwell to the upper houses is off in the corner and not as visible. So, naturally, people who aren't 100% familiar with the map will take the visual cue and go through the lower path, and even people who are familiar with it will go that way through instinct. You shouldn't have to actively search out the stairwell and ignore your primal urges to go through the most visible path; that should BE the most visible path, seeing how it's the best one to defend the courtyard from.
What I still don't understand is, why even make that lower area not part of the spawn room? Just slap a door over the opening to the track, and you're good. Not only would it encourage Engineers to build on the upper ledges (like I'm assuming you intended), but it would also make it so that you can lock that area off while defending the courtyard and have people spawn literally facing the stairwell to the upper houses, then give them the choice of exiting the lower area or the upper area to defend the final point. Plus, it would be a good excuse to ditch the hole in the grating that leads down to that area which, I'm sorry, is one of the STUPIDEST things in the world. If you're on BLU and you find yourself messing around back there, whoops, you've fallen into a hell of RED players spawning. If you're RED and you're trying to snipe from there or, heaven forbid, actually walking out of there from the spawn, you slip, fall through, and hurp da durp gotta go back up the stairs again.
Also, with the final point, I still see more people just coming out of the lower area to fight folks off instead of utilizing the high ground. Maybe you should make that tunnel wider, so that people on the high ground have more room to fight downwards? I dunno, the final cap never sat right with me; it just feels like BLU ramming itself against the RED spawn in a battle of attrition until they get 5 seconds to push the cart, as opposed to there being enough room for RED to set up an actual defense, and room for BLU to mount an attack without being confined to a tiny hallway.
Most of the map is gold, but it's the last two points that still need some renovation.