Ran around a bit last night trying to find any actual weaknesses in the map, as opposed to actually playing it. I found two areas of concern, which may disappear later on in development.
First, the spheres themselves. In the course of checking for locations where a Sentry could be set up to cover the point but not destroyed without coming under fire (i.e., you must have a Spy sap this), I noticed that Mexican Apple Thief's rockets left an odd scorch pattern on the spheres due to their shape. Basically it would show the seams in the balls, leaving a Y-shaped pattern in the scorch, with the uppermost triangle having more of a torus-like scorch mark as opposed to the standard one.
Second, both areas outside the spawns have platforms off to the side that can't be seen from the spawn doors. These don't appear to have any purpose currently, but they could be used to effectively camp the spawn by setting up an Engie nest and allowing one team to teleport in there. I don't know how practical that is, but in those games I've played (such as Dustbowl) where my team's been not only kept from reaching the point but basically unable to leave spawn without dying have been extremely frustrating. I'm assuming that these areas between the spawn rooms and the point are meant to allow teams to spread out and avoid getting camped at any one door to the point. These platforms seem to be antithetical to that.
Otherwise, very nice. I think you left off the func_respawn brushes or whatever it is that allows you to switch classes without dying in the respawn rooms, but it's an alpha so I'm sure those will show up later on. I look forward to seeing a more complete version and pestering my regular server hosts to load it.