Had the pleasure of playing homestead during a tf2maps playtest, didn't get the chance to leave any feedback through the system so thought I'd hunt down the page and give some of my brief thoughts and suggestions.
For the first point I think the biggest thing of note is a lack of ability on the defending team to be aware if the attackers were rotating to the right flank, I think to assist this a window could be added (where the portal is placed on the attached image). I think to make the main choke a bit more attacker friendly, a piece of cover could be added (dispenser wall on attached image). Besides that the left side (defender perspective) felt comparatively detached from the fight, I think the area could be brought in to make it less isolated.
The forward spawn following capturing the first is on a low ground with a large back-playground, the forward spawn could use another door or could use an adjustment to being somewhere that isn't as potentially camp-able.
Pushing 2nd the tunnels are rather mazelike, it's very difficult to rotate to either side quickly and are claustrophobic for a rather extended period. I'd recommend trying to make the area feel more open for the attacking team, and make the area feel more claustrophobic (props or more doors chokes out of spawn) to defend. The way the point is positioned feels awkward to defend, I think if you wanted to have it so that players can't immediately shoot the point something like a goldrush layout might be better suited.