I would consider removing the destructable walls from the lower path between mid and point 2. Having them there just serves to slow down gameplay for no real reason, and the third path is all but necessary considering how close together and narrow the other two paths are. One way or the other, I would try to widen the paths/areas between 2 and 3.
Similarly, there's only one path between 1 and 2, which is going to stalemate a lot of games and generally slow down the pace. Think of granary/well/badlands. Each has three distinct options to approach the last point from, and a variety of ways to get to those positions. Your map currently is way too limited.
That said, I think the map has a lot of potential. The middle point in particular I think will be a lot of fun. Just be sure to keep the "big three" valve push maps in mind when you're designing your maps. Will my players have enough options in taking a point? Are the paths and areas too small or too big? How many chokes can a sniper or demo lock down at once? Are there logical places for a medic to stand? etc etc