First up:
It is not for us to dictate the direction should take, it is you who is designing it, not us. You should be finding your own solutions to the problems you're seeing. Every time we play a demo is recorded, you should be using these, when you hear or see someone say/write feedback while playing, go rewind the demo, watch through their eyes and see what lead to their comments. Then try and prevent it from happening again.
I shall reiterate some of the feedback I've left multiple times in imps so far. (Excepting comments about A)
You're now funneling playes up to the top route (1), which is OK, but it is INCREDIBLY narrow. It's wiggly and hard to get out of. It's fun when you can leave, and "ugh yuck" when you can't.
The entire design of A is terrible. It's bland, it's boring and it's uninspired. You've got a solid wall that runs from blu spawn towards B and the only thing giving it
any 'interest' are the two walls of that cp building (blue lines). It forces players to take this very flat and awkward W shape when entering and exiting A. This is a problem for both teams, no one has any interesting ways in, our out of the point, you just have to run around the corner at (2) and hope there's going to be no one there. To compund the problem, as soon as you start to go around those walls you step into either (9) or (10) and can be seen by the other team on the other side. Ugh.
I quite like B, but it needs work since the flow always sens me the wrong way as blu. I find 100% of the time there's an abundance of engies and other classes (presumably using teleports, but not necessarily) that are loitering around (4) for defense. Especially as I find the arrow by (3) as my main route onto the point, it already sets me up for leaving the point in the direction of (4), so since I'm already facing that way, and there are engies set up there, the most logical place to run after capping is towards that blu forward spawn.
On top of all this, the blu forward spawn is a visually interesting exit to the area it reeaaaalllly looks like the way to go. To contrast this, (6) is a visually unsignified exit that you can't even see when entering the B arena. Not to mention the fact you can hardly even see that door when you're standing on the point because of that truck. Everything here is setting me up to go the wrong way.
Finally defending as red. Half the time I spawn on the lower side of the spawn (relative to the overview) and leave through that exit. But that always fucks me up, because it's a completely useless way to leave spawn to get out of the base. It drops you down into the C arena, which in itself is fine, but it offers you no way to get out eaasily. I follow the path show and trend towards the direction I know B and A are in, but I end up in a dead end loopy bit (7). To get out I have to do a complete loop (8) up those stairs, then (6) looks like the best way to go so I leave that door and discover, again, I've gone the wrong way, and finally turn in the right direction.