Through playing your map recently in gamedays and impromptus, I feel like your map doesn't have much depth - I get bored after about 8 minutes of gameplay.
I see that you took inspiration from koth_lakeside where there is a side building next to the point which, if you control, you also control mid pretty well. This is a good mechanic; it adds some variation and chaos to 'who controls the point at any given time'. Even koth_viaduct, while excluding a side building for ambiguous control of the point, opens up the point with easy routes up to it (also called spam routes), and with the side sniper balconies. These snipers balconies exist on koth_spoil, but are in detriment due to the point location being a bit too closed in, making the sniper decks lose some value. The point being closed in and swarm-y even causes a full-frontal invasion up the front jump-route or ramp-route to be scary and little-of-use for people in their right minds to take.
I would like the map more if I had more options for how to retaliate control of the point. Like having the sniper balconies run closer to the mid here, would allow me to bomb it without having to commit my height down to their level (the people on the point):
Having the mid be slightly disconnected from the side areas, I think, is a good thing for koth. What I mean is that it can be easy to get to mid, but having the battle move from mid back up to the battlements, is not necessarily good. Recently there was that map from Doktor Richter, I think, that tended to have battles move from the control point to the areas in front of spawn, which was a bad thing (it was not fun). On koth_lakeside, while there is a route from the building directly towards spawn via the cave route, it seemed very dangerous. (I'm not sure exactly why, maybe the cave was foreboding).
You could make this side top-area feel like a more important route if you opened up the top width, allowing for soldiers/demomen to bomb from a bit of a height advantage, but to not allow defenders of the point easy-access back up there.
Alternatively, you could do like what koth_lakeside did and move the ground up a bit to the height of the floor of the building, to make mid's ground a bit more varied (although now we're really copying lakeside), and then open the side building up a bit too. This does require further analysis beyond speculation, and might take a bit of time / tests.
Other ideas for making the map feel unique could be taking inspiration from the name Spoil (I think of spoiling a surprise), you could have some spytech device which was 'spoiled' by the UFO crashing into it, unleashing it upon the surrounding areas. Like having a weapon-testing experiment occasionally go off, but is affected by the UFO having crashed into it. This part isn't necessary, but it would make the map feel more unique. Currently, overall, even like what Wilson said in-game, "it feels like everybodies first koth map".