Thought I'd take a look at A5 and leave some feedback! Hope this is helpful, of course its just my opinion so don't take as this is a must, just suggestion!
First thing is you should format the name pl_pinepeak rather than pl_pine_peak - all map names go gamemode_name_version and splitting the name by an underscore is unconventional. I'd also add at least one info_observer_point to the first point so that on join you aren't greeted with a spectator view under the ground haha, you can set them up point by point to lock and unlock for each team but thats more of a beta thing to worry about.
Lets get into the screenshots!
I'd love if this window were open, I think it would make sniper more useful rather than standing in the cart track path and it acts as a skill jump to rotate from ramp into the flank. It doesn't see any spawn doors so it wouldnt likely be overpowered.
This new height advantage is good but I wish it were 2 windows rather than a strange ramp doorway. One of the windows could be wire and just for visibility, likely the one on the left that ive drawn.
This is how I imagine it from the other side, and also that ramped block I don't think is very useful and could likely be removed to open up that area just a little.
The first image here is my recreation of what one engineer did one round I was playing defense, they set up a level 3 outside our one spawn door. I think opening up the courtyard outside as a red spawn exit would be good!
And here's how it could be done! I also think that health kit and ammo is a little deep into this cave part and could be shifted around the corner. I'd make the doorway a door so that once blu use this as an attack route, the courtyard is no longer open.
In my experience, on cap, blu just CHARGES out the doorway to the right leaving 1-3 people to slow push the cart and crawl out of the main and left doors here. I think red also lacks a good way to hold BACK at the second cap without over extending past the sawblade.
My suggestion is a new highground route to replace the right doorway.
On the other side of blu's highground, red could have its own platform, still keeping the health and ammo below. Would be a good spot for sentries and make for a better red hold back here I think.
On to last!
The stairs in this room are a bit weird...
And this large block is likely to prevent red from seeing the low ground but I think it just makes this entrance VERY cramped for blu and chokes this path.
I'd still love to see another entrance to this side of last. The health and ammo could be shifted a little and then this stairway could be a great flank for attacks and defenders alike
Thats my feedback! I hope its helpful, and again I dont think all of these are necessary, the map plays well in my experience and is in a pretty good spot. I love the climb for last, seeing the big train viaduct. It feels really solid imo!