First off you need to reduce the amount of rooms and doors in your buildings. Blade suffered from the same issues with deadwood. So you're not the only one to fall into this trap. But i have already told you this from a7 regarding the first stage. Remove that door with the X on it. It reduces the effect of grenade and rocket spam from Red's vatange high ground. Allowing Blu to rally.
This focuses player direction, either left and up, right and down. Remove the stairs on the outside, and from the inside of the building behind. This way the CP becomes a stronghold point and a memorable part of your map.
Be sure to emphasise the "raise" in the rocky bridge structure. You don't want to give Blu too much of an advantage to attack
from so the rise in the bridge gives the blu something to aim for. Since when crossing the bridge Blu are bottle necked the "rise" gives some balance to this route, rewarding Blu for pushing forwards. But also rewarding Red for counter attacking beyond the CP area.
Such a structure within the map should be a focal point in your map as it is unique and interesting.
Showing this area from another angle. It's important to give Blu some cover from direct fire. Snipers should only be able to kill assaulting enemies, but additionally applies to other classes as well. The grenade arch is a part of the weapon that is to be exploited in a scenario like this, shooting from the low to high ground.
apologies if this seems out of scale. I ended up possibly putting too much information into this paint over image.
The water adds extra dynamism to the area. Fleeing defenders are stranded in a nomans land area if seeking the water for an extinguish.
The important part of this image is the background buildings. I've purposefully left the CP area bland as attempts to add cover
and what have you can be implemented at your discretion.
The far right building could ultimately be controlled by either teams demo's/solly's which should make for some interesting gameplay, although with 2 direct routes and and indirect route from the left building (from Blu's perspective) this building may seem redundant/insignificant and nullified (become none playable area) at a later date if testing proves this to be true. I had considered it being open to all classes but 3 direct routes for a Stage 2 CP 2 seemed excessive.
In the grand scheme of the routes i am still concerned about the Blu having direct access to the high ground on the left. I was thinking perhaps of a sepetate ledge, something like..
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I seem to be missing another image.... i'll take a look.