Played it in gameday and found some major flaws. First of all the whole map felt a little bit over scaled, as well as sightlines everywhere. Sniper was definitely too powerful. Just cut the boring parts out and shrink the rest and you'll fix that problem. Other than that, the map was too flat and open. In other words, boring. Around A and B there was no height variation at all making for flat boring gameplay. Add some buildings around too make things a bit more interesting. Also, since the map was so flat and open it didn't feel like the map catered too any class at all. No one felt like they were really being useful.
Another thing I'd like to bring up is flanks. Your map is very linear. There is only one path to get anywhere your going. Usually, unless it's a choke point, you want two ways into any one place. Especially if it's the room, or path to the room, containing the objective. If, on the other hand, it's is a choke point (something that needs too be handled Very carefully) you have other things too consider. There are few "true" choke points in TF2. Most of these choke points have some sort of flank too make it easier for one or both teams too slip though or defend a choke point.
Others have what I'll call "Aerial flanks", Aerial flanks do not connect though the flank but offer some sort of advantage over the choke point to the team holding them. These can be either be a height advantage outside or above the choke point that over looks it, or they can one way drop downs into the choke to give a push advantage, or even a engine nest position or health/ammo pack too give one team a fallback or boost. Or you could have up to all of them. In this way you can have choke points but not "choke points" so that no one will get too frustrated try to get through the same passage over and over and... over..... an......... over...... z.... zzz... (Snor)
Well that's all I'll ramble about for now. good luck with your map.
~Cyto
-Edit You should defiantly read your Feedback too.