I'm not convinced interesting gameplay would have happened in them even in a push map - they were totally off the path, and the setup now ensures that at least the parts remaining will be used.
Now when I look at 2fort I see a number of other problems, beyond the 32-man instaspawn setup.
1) The routes to the intel go through their spawn and through a sentry farm. This basically means you have to kill their entire defense and anyone respawning in order to get at the intel. Then, by the time you have it, they've just about respawned while you're on low health and a few men down, so you basically have to be dominating their team utterly in order to get an organized, successful push. that or spawncamping. Well, sawmill and Turbine don't have this problem
2) The map is so small, and with so little neutral zone that once you're beyond the halfway point, it's as good as capped, because the battle on the bridge ensures the rest of the other team should be around there, providing more than enough of a diversion for any carrier. Turbine has a much larger open area and suffers less from this problem, so does Well and even Sawmill.
I feel there should be an equal focus on offense and defense, but if your defense begins at your front lines, it's not really much of a focus is it? So separating the two should give defensive classes the ability to defend properly and offensive classes a chance to attack.
Regardless, I'll keep experimenting, but I'm determined to make this work. I may add things like control points outside the base, but I think the main things that needs balancing is the underground - it's too easy a way of bypassing the fight