I think you could probably resolve it by placing it in the middle of the room. I managed to cap the flag 6 times pretty much unhindered a lot of the time so i personally didn't have a problem. But it was an anxious feeling making my way out of that hut with the spawn right behind it. There's a strong possibility i was just well timed with all of my incursions... though the defence did get stronger as the map went along. Our team had a pretty solid defence with a sentry where Nerd's screen caps show. That sentry stopped all the lesser assaults which were pretty much what most of my assaults and successful captures were, i geuss perhaps my team was serving as a good distraction else where, i can't really say.
My only gripe with the map is that the intel room/area just isn't "epic". It's not that interesting. The rest of the map seemed to have nice gameplay... but maybe that's just me pwning noobs?
I found the lower route to be the most useful, not to mention safe what with that medium health kit ready to boost your health as you escape the enemy base. All of my successful captures were through here, and that worries me because if a team (such as my teams defence, apparently) realises this, they have an easy time defending from the high ground. The "sewer" route is normally balanced because it exits further into the base, and normally out of sight (out of mind), but yours feels more like the main route, and with players being visible in the middle, let alone penetrating further into the bases territory.
There's almost no reason for players to use the route behind the door (from the bridge), which overall reduces the reason why anyone would use the bridge. The narrow corridor behind it is a horrible choke point easily defended by snipers; right from outside their spawn no less.
The bridge should be narrower, it might be nice to get a little sky into the lower pass anyway. The side slopes from the sewer pass could maybe do with being wider too. Maybe even twice as wide, so that more people notice them.
Since there was no exchange from the low to high ground, you might consider raising that lower ground up by 128 units. The pass is so deep and narrow it's almost useless shoot up and down on each other. Players have to jump down to actually engage in combat.