Most space isn't wasted, it will eventually have traffic for flanking, pushing, or defending. Making a TF2 map with the right scale is hard because the map DOES feel open, but it really isn't. Make sure there is always a short walk to a med or ammo kit (spread them evenly) because this can create side areas which can lead to fights. Have some areas a bit confined, but break them up with small lobby-like space where the point is. (Also, most of the "smaller" areas can usually fit the payload and two or three people side-to-side and still have room for easy movement.)
Look at the roof by point 2 of Badwater Basin. Many soldiers (including me, often) will go on the roof to get the med kit or to push in a flank-like fashion. Half of the time, a soldier or two will be there fight the opposing RED while the cart is still at first point (and the gates are locked for BLU).
The only changes I can see based off the pictures are:
Screen 1: The garage on the right-hand side is a bit wide and open, maybe bring the walls in a bit, but have open windows. The front rock (behind the fence) provides a large amount of cover for BLU when the payload is first being pushed. I would lower the fence some (along with the rock).
Screen 2: I would remove the ramp (right by point). I would also move the building (with the A sign on it) a bit back. (It is pretty close to the point. Also, I can't tell if that's a doorway or skybox error.)
Screen 3: Maybe make the huts (on the left-hand side of the picture), more open. I would probably move them back a bit to create more space up there.
Screen 4: There are a lot of places to check (for snipers), but based off of the other screenshots, BLU should be able to pick off a few of RED. Just keep this in mind if you do major sightline/geometry reworks.
Screen 5: This is nicely done. I'd maybe move the track to closer to the screen shot (and have a smaller turn). One note: before decorating, I would make the ramp less steep and I'd make sure the seam of the two blocks doesn't go straight with the metal portion.
Screen 6: This is a nice spot. I would lower it to almost ground-level (like the veranda outside of spawns of Harvest) because you have a lot of height advantage for RED at this point. Once again, the ramp seems too close to the track.
Overall, this is a nice start. Not all aspects have to be involved heavily in a fight, but some flank routes are nice. I'm not the best, but these are my ideas. Edit and test, balancing the map the way you think it's fair. I can look in-game myself if you want me to make more accurate suggestions, after all, running around in a map CAN help a lot. If you want more information that is class-specific (in relation to the environment and space for movement), just reply or PM me. Good luck with this! It looks good so far.