This respawn visualizer is broken for blue.
Pushing forward as blue only yields two path choices. Both narrow, long corridors. I'd recommend adding a doorway, roughly behind the tree in the corner, that leads though the building and out the double doorway here.
This would give blue a wider, more indirect route to the point, a fallback position, plus some height.
After capping A, it's not entirely clear were to go. The only sign is on that small door that leads to the flank.
This is an out of the way flank, mainly for high ground classes like snipers. it's not the automatic fallback position for Blue. So why so much health and ammo?
This is a nice flank, but it's a long, cramped tunnel for spies and adventurous pyros. So why do they need so much health and ammo? they don't have to push though the tunnel because, besides jumping classes, Red can't easily get here. I'd remove the visible pick ups and change the health pack farther down with a small or medium one.