It looks like the second control point is a bit out of the way. As the player run's out of the pyramid, naturally, they'll continue forward towards the final point, even with dynamic signs. As well as that, because of the T nature of it, when all the red's at the point die, the newly re spawned red player's won't be able to get up that side path because blue will also be travelling up it as well. (see diagram, may make sense, may confuse you more, use at own risk).
Finally, because it's out of the way, players won't want to travel the extra distance to defend, so there will be less defense.
Try moving the points around, maybe making 2 a bit closer to the rest of the map map and extending the final point (see blue), or changing the flow by rotating the pyramid around 90 degrees (it'll never be as simple as that though... sigh) (see red)
This is only from looking at the pictures though. I'd love to download and have a play but i don't have the time right now. So have a game day first before deciding which way, if at all to change your map in any major fashion.
P.S. I also agree with Schwa, the title legacy would be much more appropriate. Remember that most maps are named after what they look like from say, someone who was driving by, instead of the person who actually designed the place. E.g. Dustbowl looks like it's just a bowl of dust, except it's got a rocket in it... gravelpit looks like a pit of gravel, but it's got a laser beam in it. It's not called FalseDustbowl and FalseGravelpit. But that's just very minor, not all that important. Though the better the name, the more likely someone is to play it.