Hey thanks! I've been burning the midnight oil so to say working on this for Grizzly Berry's 10-day contest while working a job 6 days a week so I definitely made a few mistakes, especially with clipping/flow.
Definitely going to remove the tiny door on Blu spawn that you can spam into spawn through, probably will move it to the cliff instead. I'll keep the barn on A right now but just clip off the roof. I meant to clip off just the upper roof but realized that it doesn't make a whole lot of sense since it's only 128 above the lower roof so I'm just clipping off the whole thing.
Since this is a 3 point CP map, I did kind of want to make A fairly easy for Blu to cap, so that SvS advantage for Blu is intentional. I want Red to recognize that committing super hard to A is a dangerous idea when Blu can hold their retreat flank. I hope that if they feel like they're in danger, they'll try and switch to a more passive hold near their entrance and then pull back into B lobby. Sniper can definitely pull A pick but probably not more than a player or two. I think you may be right with making sniper move to the terrain route to A as opposed to letting them hang back in the comfy building. I have that balcony in that building there for Red to set up a sentry or hold from for a bit. It's also a drop down so Red can't push up into Blu's spawn from there - Red has to pull out of that area if they lose it so they can't take back the lawn area in front of Blu's spawn. Red pretty much only has that one terrain ramp to get back up on the highground in the Blu spawn lobby so Blu really has to fuck up if Red is to retake that. I think it's good so Blu can feel like they're not super pressured in spawn for a long time. As soon as they get a pick or two, Red will fall back to the A point and Blu will be able to relax a bit before staging an attack on A.
As far as the balcony goes for Blu attacking the B lobby, I have it there so Blu can hold their lobby fairly well with an engie or whatever and Red can't just push in and annihilate super easily - A really good uber push would be needed. Red can see if Blu has an engie/players up there, but they're still put at a disadvantage having to not only attack players in front of them but also players on the high ground behind them. It really sucks as Blu when you can't even hold a lobby. I'll take out the room in front of the window wall because it doesn't make a whole lot of sense and the cover for Red players there would suck for Blu to deal with I believe as well. I think your edit made A a little too open - A sniper can pretty easily hold at the entrance for Red and shut down most entrances for Blu without having to rotate. In addition a lot of the combat distances would be made super long which would make it kind of not great to play as a lot of classes. the lack of cover to play around would be frustrating for medic especially and it also would make combat around the point a bit samey I feel.
I actually originally had a door on the left of the B lobby to prevent Red players from walking to the left when rolling out of forward spawn so they would just route to A, but I realized that if A is being captured then they would probably want to have good access to the upper balcony/Blu forward spawn area on B so that they can start a hold there. I noticed you have overlays off for some reason - I do have an overlay that points players right to A, but I suppose I can just change that with a sign model if need be? At least you don't have to walk super long to notice that the left route is sealed off and maybe players will recognize that "oh, there's a route here that will open at some point. I should be aware of this." IDK
As far as some of the doorways being narrow/short, I mostly have them like that to prevent crack sightlines (as you noticed in your edit) and for performance. I'll try to open some more on the main routes at least for rolling into lobbies.
I would consider making the window on the forward spawn area for Blu less cramped to walk/shoot through, but I am trying to keep a little bit of aesthetics in mind. I want to give Blu an advantage from this area as well, but not something that will 100% ensure B capture for them too. It does suck a bit for soldier/demo rollout from there, but it also would kind of suck trying to jump in that low ceiling area anyways, so I don't know if making it taller or wider will make a huge difference as far as that is concerned. I kind of just want that area to be a bit protected for Blu to set up in when attacking B and for engies to have a safe, but not 100% safe place to set up a teleport entrance for attacking C.
The second route in to the lobby for C does suck, haha. I originally had it connect in a different position and didn't bother to change the stairs. Definitely going to make it so that the stairs are just against the back wall so Red can't just hold that super easily and so the routing is shorter/better.
I have only the one ramp there in the C lobby so Blu can access the catwalk a lot easier from their routes than Red can while still allowing Blu to retreat if need be. I just don't want Red to be easily able to wipe out a Blu lobby as I said earlier. I definitely got rid of the "noob trap" hiding under the catwalk there as well.
I did have the drop-down to C in the same location you had in the edit, but someone else noted that it drops you in pretty much the same place as the right exit of the main route for Blu. Drop-downs are already really vulnerable to commit to so upon their advice I moved it to that little side route area. Red can still hold that area pretty easily since it is narrow and there's pickups there for engie or whoever but Blu is no longer just out in the open right next to the spam the main route is getting. Red will have to rotate or hold more than one position to take care of them. Still not super confident in it, but again a lot of this is just kind of guessing especially since we haven't been able to test the map yet.
Anyways, thanks again! A lot of this is helpful.