I'm gonna give some real feedback here, since I know that the gameday proved rather fruitless.
Point A:
There's a major height variation issue; all height variation dies right before the point, and it ends up being a completely flat surface where the only height variation is that path on the bottom. The bottom path is actually a height disadvantage anyway, because only BLU will take it and end up attacking uphill. I would suggest removing that nook behind the point and instead continuing the balcony from spawn through there.
Another issue is the lack of flanking paths. There's no way for a BLU player to get behind RED on either point. On point A, this could perhaps be remedied by extending the cave that leads to B to open out onto a secondary path near BLU's spawn.
The only other thing I can think of is that the whole fighting area for point A is too small. The point is too close to BLU's spawn, making play on point A much too fast, and also making it nearly impossible for BLU to not capture A.
Point B:
The biggest issue here is how closed off the point is. That enclosure it's in makes it a splash damage hell, and one sentry by the health and ammo in screenshot 3 can utterly destroy any enemy who steps onto the point. The enclosure also makes it so that the only way onto the point is from the front, which means all players are forced onto that tiny plot of land right before the point.
The bottlenecking before the point also means that one well-placed sentry can cover all three exits from A to B. A sentry like that will always be nearly impossible to take out as well.
Point B also has a similar lack of height play. I would suggest continuing BLU's upper platform to be closer to the point (and also a bit less high up). Also make it possible to get onto the point from the lower path. It would become a bit like Dustbowl's B in stage 2 that way.
In general, I think the map could benefit from just being a little bigger horizontally.