I just went over your map.
Things I like:
Scale is really good! Everything is in great proportion and it feels realistic to walk around inside, not too large, and not too small.
Things I think you haven't got to yet:
Health/ammo. You mentioned it in your OP.
Adding another route out of spawn. Possibly have it connect to one of the larger rooms on the left/right of the spawn exit? Picture here:
hide behind while they prepare to charge forward.
The map could also use a bit of distance between the spawn and the point, and some cover to make a sort of holding area for the team that doesn't have the point to use.
Things I think could be improved:
There are a lot of sightlines all around, particularly from the ramp right outside of spawn to the other team's spawn. Some cover in the basement might help with this, could also help with vis and players' FPS (though the map is so small, I doubt that will be much of a problem).
Why is the map so symmetrical? It's almost symmetrical both ways, which is fine I guess but the ramps to the top of the point take that away. It also makes it boring to play on because you're in the same place no matter where you go.
Maybe make one of the two rooms a little different ^ with some more interesting geometry. A spawn exit in one of them would help with that.
Also, make the celing a little higher. Soldiers and demomen aren't loving jumping on your map.
Small technical problems:
This brush above the door makes it hard to rocket jump forward when I'm waiting to spawn. Remove it please, it makes it feel really cramped and anyone spawn camping is going to have an easy time because the walls and ceiling are so tight, spam is going to kill everyone as soon as they open the door.
I can see through your door, your wall starts a little high here.
I got stuck on this. either move it out to match the other wall or player clip it.
This ramp is really narrow, it makes me nervous to walk up it. Expand its width to 96 hammer units or maybe even 128, so the players have a tiny bit more room to breathe.
Just demonstrating how symmetrical it is, no matter where you stand. Not that that's necessarily a bad thing, but the player might feel like he's never really anywhere different.