A few parts look a little over-scaled. Mid-point and 2nd look pretty huge, but it's too early to tell if cover geometry and props can solve the problem.
The fact that 2nd is 384 units high is worrisome, as the defends get to keep their height advantage while the offenders painfully try and obtain it. In the case of Badland's spire, defenders have to either defend directly on the point (in which only scouts/demomen/soldiers get the quick-access jump) or settle with the slightly lower level of the balcony. Offenders get a slightly worst set of options: quick-access for scouts/demomen/soldiers, or settle with the low-ground. By giving one side a permanent 384 height advantage with only two access routes that can be guarded by one player, I can see it stalemating there a lot. Perhaps add a interior side-route. And find someway to hurt the defender's huge advantage.
Also, I'm not a big fan of having a large health pack remain so close to the point and doesn't require the player to go out of their way for.
The interior shot is the same thing: huge defending height advantage with no vulnerabilities. (As far as I can tell. I am not sure if that's an underway passage on the lower right. Is it?)
Mid has some interesting geometry. I'd like to see how you develop it aesthetically.
The sightlines, which are pretty large and span a large field-of-view, are my concern there, but you can work around it.
Last looks nice. Offenders are still fighting an up-hill battle, though. Although, for last, it's a bit more acceptable. You'll want to make sure that your map won't be stalemating all the time, however.
Look forward to future updates and alpha. Cheers!