1. I kind of agree. Right now you can rocket jump on the rock on either side and control the space around you from there, so that is one option. But other than that bombing and jumping the tower are the only real options right now. As a solly for my team, I pretty much bomb every time I arrive at mid, so that never bothered me on the map. Dunno what to change though, without breaking something else in the midfight.
2. How is that different on any other map? If you have lost 3 players without killing anyone, you pretty much lost 2nd. If your team is wiped, without killing anyone, you lost the round, unless you can get some miracle defense or spy/sniper pick on the med.
3. Yeah, in recent versions I've become more afraid of mid/2nd creating a stalemate both ways. Mid should be pretty hard to push, I wanted the team that has mid to have an advantage when I made the map, now I don't know if that is even that good of an idea.
Widening the hill area is a good idea, will implement that.
I am also thinking about moving the entire mid area in relation to 2nd a bit down, making that hill a bit flatter. (like 64 units, maybe 128). At this stage this would be a rather tedious edit, but I think it should be good. That will also address 2nd, but for another reason

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For house I had one idea what I could do, but that doesn't help attacking mid, and I fear it creates too many routes around the map.
Mad mspaint skills!
Other than that, don't know yet.
4. Hmm, top right should be one of the main ways, but I want the bottom right route to be the other viable option. I could make that window one-way, if that's the main issue with that. Other than that, I am really not sure what to do.
I could make those bottom right entrances wider and easier to get through somehow.
I'll review the demo later, but for now:
1. Can't really address
2+3. Will address
4. Not sure