We played it in a 32 player normal respawn situation on ukcs (yes, public players) and they had quite alot of comments. They found A very easy to cap. Compared to maps like dustbowl or gravelpit it was far easier. That definitely should be made a bit harder for that.
Another thing we found was that B was too easy to defend just like ScreamingGerbil also said. Blue simply had a too long walk from A to B to be effective compared to red just basicly spawning next to it.
At B we also noticed a few issues that realy made the map less fun for red also. They only had 1 route they can use to attack while blue has 4 entrances to that same area. That coused red to be basicly stuck at B which again isnt good for the map flow.
Also, people were able to go from B to C when they spawn at B. I think you should make that route locked off in the start and unlock when B is capped.
Also, a quote from Inevitable on the ukcs forums:
cp_backflow definitly needed a lot of work. B was far too easily defended. At one point I decided to go and have a look at the last point and discovered that the distance between B and C was bigger than most maps. I don't know how that plays (we never got past B in the tests) but it seems to me a tad ridiculous. Back to B, I'd say the main problems are superior sentry placements (lots of cover for them), the fact that the spawn is right next to the point (normally I'd recommend switching it to the final spawn after A is capped, except that's probably miles away), the distance for Blu to travel to reach B (perhaps scale the A area down a bit).