We played a16 yesterday. I had a good time but it was a hard map to defend.
Blue has a huge advantage at the first point on every stage. Since anyone can jump onto the point and cap it, regardless of what the other team is doing, the only strategy that seems to work is to put enough sentry guns up so that no blue player can get anywhere near the point. Even with a team of a demo, medic and heavy, it is still really easy for a scout to jump out of nowhere and cap the flag. This is how the first point on every stage in almost every round we played went, provided red had even figured out where the point was by that time.
Some people have solved this by making it so that the defending team standing near the point blocks the enemy capture. To me, this makes it impossible to win for the attacking team once you get larger teams as the defending team could all stand on the point with their thumbs up their asses and it is still impossible for the defending team to clear them all out.
I hate to use it as an example since there isn't a decent TF2 style remake out there but you should look at the TFC version of Avanti. The reason why that map works as reverse CTF is because all of the points are really closed in. Point one is a small room with a narrow stairway surrounded by places that are relativity easy to defend from. The second point is easy to cap but serves as a temporary stopgap to get defense setup on the third point. The third point is in a large area but the attacking team is very exposed before they wind around the cap point and go through the narrow entrance to get to the cap point and the church is like fort knox with two narrow passageways to attack from.
A lot of your points are either in very open areas or are in rooms that have multiple entries and large open walls for demos/soldiers to jump to. It would probably work really well as a Dustbowl style CP map with a few tweaks but for reverse CTF, it is just too easy to cap.
Anyway, enough ranting: