I like the concept of C a lot. But I feel like it falls a little flat. The idea, I believe, is that the turntable is so ridiculously long that even if RED can't get a forward hold on C, they still have two fight's worth of chances to keep the area under control. But on most rounds, it feels like RED never gets control over the area at all, or if they do after the first fight, they don't keep it for the second fight.
In other words, it's a point that's very capable of working, but the probability of it working is out of wack right now, and I believe it's the geometry's fault.
Here's the main area RED holds. A good hold will usually consist of a sentry on the high ground this screenshot was taken from, or a sentry and dispenser next to the point's
other full ammo pack.
It seems like you've recently added a fence to the high ground, so I can't talk about how people outranging the sentry from the cave flank made that sentry spot irrelevant. Nice. However, the fact remains that RED has to walk across the entire area to get their hands on the other defensive position next to the other full ammo pack - this is desirable for them because the highground sentry is vulnerable to corner-peeking from the room with the windows.
The problem with that is that RED has to walk across a contested area to get there, they're rewarded with absolutely
no health when they do, and when they get there they find themself taking fire from two angles - snipers, scouts and spies from the cave flank that're capable of outranging their sentry, as well as soldiers and demomen from the cart path who render their single little bit of cover in the form of the fence invalid because of splash damage.
This means that RED is forced to stick to the highground hold. And there, RED is taking fire from three angles (the cave flank, the window room and the cart path), and they also have little to no health. It seems like in the time since I've played the map, you also removed one of the only two places RED could go to get better health than a single small pack, which was the little grate thing just after C.
Not that holding back there was any good in the first place, because C just wasn't far back enough to justify it.
So, I would recommend hugely buffing the amount and proximity of health for RED. Think upgrading the medium health at the bottom of the ramp up to the D highground to full, and putting a full health next to the full ammo pack under BLU's window room.
Also, this point kind of has the same problem as Bruhstbowl 2-A. That being that in the time where BLU is stalled at the turntable, they're building Ubercharge, and if they get to use it, C is lost, no question.
When zythe was making zythebruh, I recommended a high-up room with windows that overlook the point to solve the uber issue.
So I'll recommend the same thing here.
If RED has defensive positions that are really hard for BLU to reach, they have defensive positions that are resilient to Ubercharges, but not to BLU snipers or spies who can outrange or infiltrate the window room, or BLU teams who make use of the cover the payload provides.
If you did that, I would also recommend doing this: