Let me preface this by saying I didn't play your map on the improv, so this might be somewhat redundant from the feedback you got there but here goes.
This high ground has no way to be approached unseen, and forces blue to take a circuitous route to get up there. Having one of the flanking routes out of sight of this high ground might help.
This spawn position is also really unbalanced. As a soldier I can spam the point without opening myself up to attacks or leaving running distance of the resupply cabinet. This ledge needs to go, or at the very least be attackable by blue.
Combining the spawn + highground advantage is this balcony which flanking classes like spies and scouts can use to get behind blue throughout the entire match. Blue will be unable to build ubers due to harassment by red and defence will win almost every time. Closing these windows when A is capped might help.
This respawnroom visualizer needs to be fixed up so it looks purty.
This brush you use on the side of the stairs has a specular texture on it, and the shiny chrome feeling it gives doesn't really work. Find another metal texture to use.
Hopefully you can use some of this advice in your next edit. I look forward to seeing where this map goes. If anything I said was unclear just say so.