I almost want to tell you to turn the first point into a building (as it already has an interesting shape to it, and would be better optimised). But it would probably lose its current character. Just bare it in mind though, as i feel it would look more natural.
Here's what i would suggest:
Remove the defensive fence on the catwalk there, but provide more significant pieces of cover at each end. It was annoyingly hard to shoot over, made it awkard to jump down on enemies, and provided more of a novelty shooting gallery for snipers. I put in a blue cross too, if you can see it, just infront of the point. Turn that into a small health pack. The BLU's are walking pretty far to that point from the spawn; and maybe move the medium health kit that's infront of the train car further back towards the walls of the blue building.
Also convert the window that exits onto that catwalk into a doorway. It seems silly as a window and makes the path seem less significant.
I realise this is only an alpha but a good 33% of my deaths were from getting stuck on your doorframes.
Your roof made it rather problematic for attackers. It provides
huge sight lines for snipers, and soldiers get a good 4 pot shots minimum at players before they have to jump down to engage and finish the job.
I would recommend not allowing players to just walk up onto such advantagous ground. Move the window down to the left of the B sign (for snipers), and force soldiers to sacrifice some health for that height advantage (rocket jumping). Likely hood is that there's a medic who's over healed him anyway. Just make sure that it's a little more balanced. Because coming up the middle as BLU literally feels like staring down the barrel of a gun.
This was probably the most significant issue with the map. Players were practically forced up the right flank (BLU's perspective) since it was A) more direct and B) had more cover/exposed players less.
Going up the middle was suicide as it was flanked on all sides by occupiable canyon edges and walked right up a major sniper sightline. The far left flank was no better. Although there was some cover, the walk from beyond that cover to the point was open to fire from RED defences behind the point, passed a major sniper sight line, and was a long route at that.
Build up that far left flank (BLU's perspective) into a building that provides good advancing cover. Similar to the affect of the buildings before Goldrush's stage 1 CP 2.
If you add in a room below the building and move the item drops into it. Turning it into a large health pack will get more people less afraid to use the middle.
Finally, i don't know whether you modify the spawn times after the capture of the first point, but walking from spawn to the final point was a bit of a trek without sufficient engineer support.
The round time seemed long. Capping the first point took a reasonable amount of time, but i found the last point was always 10 minutes long. My team had trouble breaking through for a good 4 minutes and it seemed near impossible at the time. I wasn't alive at the time but right when i died we must have punched a hole and got the point because we did win in the end (7 minutes??). But i put that largely down to the fact that although they had a lot of time to react to assault and shoot at them during assaults, they couldn't really move forwards and counter attack; they pretty much had to huddle in cover behind the point, and attack from their when ever the point was directly threatened.