Haven't really looked at a TF2 map in depth in a while, so I figured I'll do so again in this thread since your streams give more of an insight into what you're looking to achieve map design wise
Though I really only played this twice, so take everything with a grain of salt. Though with certainty, I really enjoy how many of the openings face the point angled; makes for a more unique koth experience (borderline circular?)
Gonna go on a sort of rant regarding two of the classes. With Scout, I already know that he's indeed, very strong. What I'm concerned about is that he's granted an even greater amount of freedom than what his DM potential already allows. With how I personally play Scout, I use the Atomizer in pretty much all my matches in order to attack enemies from positions they least expect. That, or just to close any horizonal distance needed. It seems that a lot of brushes were made to deny an easy escape through double jumping, that is unless movement enhancing unlocks are used.
I know most maps already become more malleable this way, but even then I feel that any extra movement potential is still reeled in to a degree. I already discovered a handful of atomizer jumps (see video below) and admittedly they're fun to integrate in the combat loop, reminding me of why I love this class seeing how many ways you can approach attacking. However it seems that you'd like to at least mitigate Scout's influence in the KOTH gamemode, and it's not like the Atomizer is an uncommon unlock. I don't want to have all of these jumps gutted (I want to keep terrorizing Snipers) nor do I have any specific suggestions in mind, and I at least consider myself above average when it comes to Scout so I very well may be trying too hard playing devil's advocate (proud Scout main here). I do see this being more problematic with defending Scouts at the very least. I'm at least curious to see your thoughts on where you wanna go from here.
View: https://www.youtube.com/watch?v=kp_a2QWGr2g
Now, [Stock] Sniper is a bit weird. While I have yet to play him here (to be honest I'm burnt out on the class myself) I feel that I have enough playtime and knowledge to infer how he does play out. I also noticed that both of the teams' Snipers mainly kept to themselves at their respective battlements which seems intended. While not brought up often, one of the reasons why Sniper is so powerful (admittedly, to a fault sometimes) is his element of surprise. Switching up positions is a great way of diverging the attention of the enemy team (and by extension: the enemy Sniper) as they're on the lookout for anyone in your previous position; this is the Sniper's time to strike. However, the Sniper can't afford that once they've set themselves up at the "Sniper Wall", or at least dropping down and trekking a considerable distance just isn't worth it. I guess they could try to attack from one of the large crates near the cliff, but I can image that not going over well in many cases with how close the point is. I want Snipers to be kept in their place and KOTH does a much better job at that than many other modes, but I wouldn't want to be limited in terms of where I can go, and as a part time Sniper main that isn't terribly fun. Part of the reason why we Snipers enjoy the class is that he feels fast paced in his own way. Sniper can dish out high damage in less than a second, and they're encouraged to constantly move positions. Instead of limiting what an already very direct class can do, force me to be more aware of my surroundings in order to avoid getting flanked or bombed.
On the other hand, the lack of flanks behind the point (right now you pretty much have to risk being called out as you cross) make him less approachable than he should be. I'm guessing bombing Soldiers might find the time to pick the Sniper but not so much for many others. If I was going stock scout for example, I would need to cross the point and either jump from the class cutouts unto the platform (by then I'm pretty much overextending), or go up the stairs and through the enemy battlements praying that there isn't a sentry set up. If I were to do the former, the jump itself would give the Sniper enough time to react with either a quickscope or a simple noscope, if they're observant anyway. At least that how I would see that scenario turning out. Overall I simultaneously feel that Sniper is both held back a bit too much, and not enough.
One last thing: these stairs near spawn need to be clipped on both sides of the map