Don't worry Crash, I'll save you the bother.
That was a really tense match you had there. The only thing I noticed is that second was really hard to confidently take, and I think partly because there was almost two seperate holds: one in the lobby and one behind point. That's probably not a bad thing, and I think it introduces variation to the "hold last, steamroll to other last, repeat" type stuff we see on maps like Badlands or Process in highlander.
I did notice though that snipers could really work the tunnel effectively then. I think there was one push out of last where red capped second and were effectively stopped moving out to mid by the sniper in the tunnel. Maybe consider moving the health and ammo in the tunnel just outside? Then there'd be some worth to spamming the sniper a little and forcing him to retreat to regain the tunnel.
I think if you really want to test the map to it's limits you should look for a team with a really strong sniper or combo, see whether the map grinds to a halt in the chokes. The flanks seemed to be used rarely, especially the tunnel under forward spawn, though that may just have been the camera angle.
Oh, and I was loving watching the window plays at mid. Never take that away. It seemed so useful for so many different classes in very different ways. <3
Finally, when it comes to detailing, remember to put a way for the trucks to get out of the map. Maybe under the forward spawn bridge?