I think this is a fantastic map that has become a bit overtuned and solidifed where it plays the same way everytime. The battle for the B roof and the high entrance on C (banana) are so vital to hold and everything else has become irrelevant, more or less. As red or blu, I find myself doing the same things everytime.
Once I take this roof that I'm standing on as blu, red has very few options except an uber to not have B be taken immediately after. They can hold to the left of my aimer, behind the shack on top of roof, but they have already lost. I don't feel a very healthy push and pull dynamic with this roof I'm standing on pooping on everything that shows its face. Hell, you even get to spam down into where you can see the hay and it's wide enough that you can hide from people down there too. I think this little roof might be fine if....
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red could hold better back here! I like this new lil sentry spot, but what if it was a big, good sentry spot that covered more angles? I think it would help if red had a staircase to lower B behind me, and this was expanded to be more of a sentry spot. Blu has the whole roof to work with and there would be a bit more fighting around the point and fighting over roof rather than "lose small roof and then lose main roof cause of small hp shortcut then lose" I would cut off this small hp route completely if you ask me, completely overkill for B point lower area. I tried to draw a bit of what I mean in the next screenshot.
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I can see why you'd nerf these low ground flanks, but I miss when they connected and actually had a use other than "I gotta get the health oh i guess this route is closer to point" (both reds low ground health and blu's deathpit bait health. I think if there was a stronger hold spot (red sketch) then you could have a relevant lower flank (orange sketch). my sketch was better before the site made me delete all my images!!
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I think attacking on C is great, but like other people have said, defending is not.
holy shit am i bored of playing around this tiny-ass lobby. It's completely unholdable for red, you have no shot at stopping blu from getting to the high ground access at all. These computers in the middle give blu an amazing sentry spot but it makes the whole thing cramped and doesn't seem to block any sightlines. Consider opening up this area a lot more so there is an incentive for red to do something other than hold the upper banana, because everytime I flank through the lower lobby, I get completely stuffed out. Lastly, consider moving the entrances around so that red has a chance to defend access to blu's holdable spots/dropdowns.
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I really like this low ground at C, but it leads into upper lobby and futher cramps it up by everything leading in there, and thats the only place it goes? I get it, upper lobby is supposed to be holdable for blu, red is supposed to flank around it through lower lobby and such. Consider, connecting this to lower lobby instead of upper lobby. Would make C point area feel slightly less rectangular as well. It's a very strong, wide flank, so there should be a way for red to hold or watch it from either lower main or upper lobby (i drew upper lobby whichs looks OP)
I wouldn't even say C needs a forward hold dynamic completely, just somewhere to go that isnt completely stuffed out by upper lobby. Personally, I'd like for upper lobby to be a place that red could hold lower lobby by maybe taking out the back walls so you can poop on lower lobby while still vulnerable to another blu route, maybe a dropdown if you want.
A point I think is absolutely perfect though. I think this map is fantastic but you are being a bit of a perfectionist when it comes to flow. Maybe its better this way and would function competitively better, but as a pubber, I would appreciate a bit more of variety of stuff I can do that works on this map. Feel free to dm me if you want me to clarify anything.