Because the high ground is generally such an advantage it is wise not to reinforce such a position with health and ammo supplies unless it is close to a teams base (It keeps map positions balanced that way).
Allowing players health and ammo on the point in KoTH is generally OP for the defenders. Holding the point is supposed to be difficult/a challenge. Removing the ramps will give you more space on the objective which looks cramped as it is, people can hide in the corners which is a significant TF2 tactic. Corners are good for gameplay.
Lose the plank to increase visuals and firing line down onto the point, and get rid of the health and ammo. If you look at Fastlane you'll notice small health packs at the far end of either side of the central CP. As much as i despise this map, it has good item placement.
For reference on these types of structures look at Gravelpit's B, and Fastlane's central cap. You can get on the roofs but there are no items to support players. It's a health and ammo sacrifice for the height. If you watch/listen to the Valve commentary on gravelpit it will also discuss the advantages of height, item placement and objectives.
The balconies on the point are unnecassery, the point already recides on a fairly steep hill. You've basically created a fortress tower, with so much height and varied defencive oppotunities, not to mention the in house health/item drops.
I would remove the blaconies, but leave the doorway so soldiers/demo's can jump up from outside.
Oh, and in a personal taste, those wooden ramps to the central point look ugly. Look at the mini ramps/bridges in hydro, and the bridge outside the bases in badlands. It would look nicer like that.