Alright Youme I like it that you are trying to take the steel style of game-play but you overlooked a very important detail about Steel; its flow.
First is Spawn to A or E
In steel its very straight forward and to the point. (pun intended)
However in your map things work very differently.
You have to go though A and C or B and D to get to E. This is not necessarily a bad thing but its more of a nitpick that you have to go a bit out of your way to get to E.
Now back in Steel BLU has capped A and are moving on to B.
You can see that from the flow of the map players are drawn to B or E.
This is where Thorium starts to the problems big time.
After capping A or B the players will naturally want to push up. However, this does not send them to the point they want but rather C or D. Players do this and will keep doing it because the big sign to the point they should be going to is shoved away nowhere to be found.
Meanwhile at steel BLU has capped B.
Team is pushing for C and E at the same time keeping the pressure up on RED.
Now in Thorium BLU has recouped capped A and B and are moving on to C and D.
At this point BLU's resources are spread very thin. They have to walk a good long way to each of the 3 points and keep the pressure up on all of them. Juggling 3 points is hard when they are far away but 3 is a bit nuts.
Aright back to steel were A,B, and C are capped.
Now things are getting hard for BLU not only is D far but RED is breathing down there neck. Most BLU wins happen at this stage. Only about half the time D is ever capped because it is so far away and so close to RED spawn. Were as E is very accessible for ether team.
Now one last look at Thorium. all the points have been capped but E.
A cropped out this one little sliver because thats all the final fight at E is. Right now the player is draw like a bug to a bright light to the most direct path instead of taking the longer but more tactical path. This point sums up the hole map. It expects too much out of the player.
What I see as the real goal of each map is not to make it balanced or look pretty but to make it fun and understandable to anyone. This is something Thorium needs to grasp. Map makers can't just assume that when people first fire up their map that they will know exactly were to go. To sum it all up again its not so much that the map is ugly or unbalanced its that its overly complex in terms of what it is asking a first time player or even a returning player to do.