Ok, I finally got some time to toy with solving the wrong-round problem you talked to me about (and mentioned above). It seems the only way to make it function properly is setting up a CP ownership tracking logic net that manually controls which rounds are viable by overwriting their priorities.
The HUD issue can be solved by having each round send a SetCapLayout to the master.
We also talked about having trouble resetting the middle point to neutral every round. Turns out CPs refuse any input sent from the time the round ends until the next round activates (after the hold-period, when you can start walking). Two ways I found to fix this, each with a slightly different visual inconsistency.
1: You can delay the reset input until after the round activates, which means people will see the point being owned on the HUD, then mysteriously go neutral.
2: Add in an eighth point that is invisible, never capped, isn't shown on the HUD, and is used in all the central rounds. This prevents a team from winning by capturing the three "real" points. Then on the end points we use outputs to reset the middle point and then 0.01 seconds later force a winner via SetWinner to the master. The visual error with this is people will see the second point reset in the world during humiliation time.
I think the second option is nicer, but it's also more complicated, as it would have to be tied into the aforementioned logic net to prevent to the point reset from interfering with the base-defense rounds when someone takes all the center points.
If you need/want me to set this all up I can, I just don't want to start if it's not going to be required.