All of my opinions purely hypothetical conclusions gathered while running around your map for 5 minutes:
I agree with scampie about the spawn point. The bottom exit itself seems useless, as it takes you to low ground with little/no cover and you're farther from where you want to go. His suggestions make sense, especially in a map where you can easily bypass the middle point and head straight to the enemy team's spawn. Maybe if you extend the bottom exit, raise it up a bit to form a slight droop between the north and south walls. Think like a slightly raised walk-way along the south wall. If camping is really bad, add a roof-exit or something to give them a height advantage.
The walkway connecting the middle buildings is nice, but I would be concerned about making it too strong as it gives you a clear height advantage and could make the ground entrance much weaker. If the enemy gains control of that walk way, it's going to be really difficult to push out. But maybe that's the point.
Extend cover + add crates to make a sneaky side path - I agree.
The ground path from the building interior to the point seems like a death trap. Long sight range, no cover, if I was retreating from the point I would never go that way since I could be flanked from behind, from above, or from where I'm headed. If I was heading to the point, I would almost certainly go up and out the windows. Since you really want to control the upper floor of the building, the bottom path would probably need something done to it to make it purposeful.
Add a garage door the upper area behind the point - I agree.
If that back area is problematic (I have no reason to believe it will be) you could probably get away by chopping the whole area off. The arena is big enough that you can attack the point from a 180 degree arc already. You would still have the main path from each base, a side flank path behind the rock (assuming you make changes), the flank path from the side buildings, the central building windows, and the walkways.
My overall main concern is the walkway and central building seem very powerful. If you control the central building, it may be too tough to break into it and secure the point. It has the clear height advantage, and only 2 direct ways into it, both controlled by the smaller, well defended upper ground - the flanking building. You can put a nest in that little alcove the walkway connects to and dig in. It would be very hard to get out of that. You can add more cover to the courtyard outside the spawn - maybe another barn building along the south they can quickly run to for cover, but I don't think that would do it.
The layout makes you want to control the building first, then the capture point, since the building is so strong and it's actually closer to you than the capture point. What makes it so strong I think is the walkway and the upper floor - it's just very defensible and gives you such an advantage over the enemy team's movement/spawn.
You could try making the upper spawn exit, head directly north alongside the barn, blocking off that path directly into the barn. Then the walkway wouldn't give the enemy team a campable position directly in front of their spawn, it would be just a route between the center and side buildings. Also add more cover to the courtyard outside of spawn, to limit the walkway's dominance. The walkway is good at applying pressure to the point, and that's what it should do imho, it shouldn't let the enemy team control your courtyard.