Everytime I play this map, it's just ehhhh. Like, I don't have any words to describe how I feel about how this map plays. It's not horrible, but it's not good. I don't want to say it's okay, but I don't want to say it's mediocre either. It's so perfectly in the middle of such ratings I can only use the sound ehhhh to show my ambivalence towards the map. So I guess I'll attempt to dissect myself to help you make this map go in a definitive up direction.
If you watched the demo for the last version I played in, you probably heard my comment comparing it to Sunshine. I don't think it should be too hard to tell why. Though I don't think it plays badly. Infact, I think mid is probably the best part of the map. It's a lot of fun as a Scout to jump through the main building, so I think you could probably keep it.
Though I don't know if I can say the same for the connectors. I'm talking about the one that you enter from the side and it gives you a direct height advantage over mid. I think it's fun, but it makes Scout far too powerful to effectively combat. If you look at the last demo I was in, I managed to pub stomp the entire enemy team with Scout. It's not that I meant for it to happen, the map in general in just way too Scout friendly. Though Mid accentuates this friendliness with it's easy to get on nature. You can jump right up onto it's second floor, and drop down onto attempting capturees and show them a good slaughter.
So what I think you should do is make it more like Sunshine funny enough, and move the tower away from most climbable objects to make it a lot harder for Scouts to get up on it, but rewards the ones who do. Oh, and also give a bit of space, mid feels really claustrophobic on the lower levels.
Second is a rather boring point. Mainly the areas around it. I never saw the alcove directly under the point used. Not even for teleporter exits or anything like that. I dislike the side entrance to mid that gives you a height advantage over that point, because it also gives you a height advantage over Second, which makes it far too easy for attacks to roll Mid and Second in less than a minute. This rolling leads to another problem I'll get into in a bit.
I also find the supposed main entrance to mid giving a height advantage over the point is a really bad idea. No matter what entrance attackers take, they're always at a big advantage over defenders. It makes it really damn hard to push Mid once you lose control, and then attackers can easily slam down onto the point until they own it, and then go to last.....
eeeeeuuuuuuuuhhhhhhhhhhhhh This point is bad. There is no way to make that less blunt without telling the truth. It's teh one place in this map I can defiantly say such a thing. It's really flat, hard to push into, hard to push out of, and can just be locked down by a Sniper standing near his spawn. I don't think any minor changes to this point would make it more enjoyable, so I'd recommend a complete tear-down and rebuilding of the point.
This is a class I didn't talk about, because he is useless most of the time in this map.
Second I think is the biggest example. Any sentry position that can cover a connector or the point can be easily out ranged by just about anyone on this point. The same mostly goes for Last as well. It's not fun to build a sentry gun on this map because it won't be there for very long. Since this map is designed for Pubs, judging by the fact that you're testing here at all, I think a few good Engineer spots is justifiable.
Hopefully you can pick out something of worth from this dump of thought, and use it to make this map better to play on.