Hm, i might add some stairs in that building then, but there's so little space the difference wont be much more than 1, 2 or 3 seconds, but i guess maybe that'd be enough on top of the visible convinience factor?
As for the second part with the double doors, that part of the map has been a major pain in the arse. I've tried making usable flanks in this area for both BLU on attack and to try and move the one way door for RED to defend CP2 after cp1 falls, similarly to badwater. But either makes for some serious performance impacts or sways the balance too significantly to control.
For a linear map i'm hoping after a couple rounds, that that'll be enough time for people to learn that that 1 flank after CP2 isn't a shortcut for BLU to CP3, but for RED when they're on defence and BLU to bypass defences around CP2 via the tunnel under said building. Classes who like to flank a lot (spy's, pyro's and other support class/weapon loadouts) they tend to figure this out quicker.