Since I only got to play one round as each team yesterday, I loaded up the map again to get a better look.
It didn't feel like the dropdown in the C area was that much of a shortcut to A, so I recorded the times it took for a scout to run that route and the "normal" one, and both had about the same travel time. I would suggest one of two things:
- Giving red a forward spawn, or
- Having the dropdown route spit you out closer to A to make it more viable for defenders, and then adding a door that closes when A is capped so that blu can't use it as a shortcut to C and red can't use it to get behind blu (like Mountainlab).
As it stands right now, red basically has to run the entire length of the map after respawning, and that gives blu plenty of time to cap A before they are contested again.
Other things:
The resupply locker in blu spawn is in a direct sightline from the door, so spawncampers will likely have an easy time keeping people away from it. For example:
http://i.imgur.com/CX0qSAG.jpg (taken from atop small rock)
This shutter door doesn't close:
http://i.imgur.com/rsyW89D.jpg
To help red hold A, consider another entrance on this orange wall:
http://i.imgur.com/8byLykL.jpg
which could possibly start as a staircase in this white wall:
http://i.imgur.com/DegXa6J.jpg