I haven't played much of this map, so I don't quite know the full history of changes or how this map tends to play on average. However, I'm a bit skeptical of the connecting tissue between B and C. Two things:
First, typically the first bit of payload track after a point is sort of dead space that's easy for blue to roll through so that red has time and space to prepare a new defense further down the track. I think it is also typically easy to push by design in a lot of maps because there is a desire to not let red retake that ground after blue has already captured it. Having a large hill in this space seems like red could retake that ground easily and it might lead to weird pacing.
I think we had a match today with weird pacing, as we got held at this area and people in the test said that this typically doesn't happen. I may have caused that odd pacing because I edged the cart cap at B while red was still defending, so they had a more gradual fallback rather than the typical full wipe that would make them have to start rebuilding defenses further back. Couldn't say for sure.
Second, blue only has two ways to the top of this hill - the cart path (plus its supplementary flank that offers a small advantage for pushing), and a spiral staircase hellzone. I think the general idea of this area, where blue has a flank to help them clear out the top of the hill before they can push, but the spiral staircase itself can be a nightmare to push, and the positioning you get as a blue player for taking the route... sucks. You're too far away from most enemies to do much, but also easily seen / sniped, and you can't charge forward into anywhere remotely safe. There's also no health / ammo to fall back on nearby, so without a medic, you're stuck giving up the entire flank to restock if you get hurt.
I think the solution to both of these is to make the hill shorter. This would make the push overall less difficult, and also make it easier for you to design a flank route without that spiral staircase. I would also recommend making the flank give blue a height advantage over the next area in the form of a ledge / dropdown of sorts so that red is limited on who can check the flank.