Rather than edit my original post, I thought I'd put my comments in a new post so you realize there's more feedback! This feedback is based on me fooling around in the map though, not playing a game, so take this with a grain of salt.
First, kudos for the competitive mapping. As someone who loves snakewater and wishes it were official so he could buy cool map stamps for it, I've gotta hand it to you for keeping at it. I play competitive (sixes) so I hope that what I say is received with as much enthusiasm as it is given.
I'm assuming that this map is meant for sixes, because MOTHER OF FLANK! Running through this map confused the living daylights out of me the first time, and there are just so many options to choose from when rolling out that I have no clue where to go! I feel that a highlander match here would degenerate into each of the classes trying to control one of the MANY routes between areas, with less class support than is normally found in highlander. That said, I don't play much highlander so I could be entirely wrong, and I've never seen a match played on your map so I can't really give any insight there! Not to mention that highlander is nothing more than a glorified pub....just kidding, I don't really mean that.... (shifty eyes)
The rest of this post assumes a focus on sixes.
After looking at the entire map with noclip, I determined where the main and flank routes are likely to be. In my experience on official and non-official maps, everyone rolls out from last through flank to mid, usually bypassing the second point (except for in Granary and Cold/Warmfront, but they're the exception rather than the rule). There's no exception in your map, it seems to stick with that theory, and you've placed the second point off to the side, similar to in snakewater, badlands, gullywash, and (sort of) process. One thing that bugs me about the midpoint is that the demo has the option of jumping straight through to bomb the med, which is a little more difficult on maps like badlands because of the higher buildings in the way, and the med usually rolls out through the house. It seems to me that the quickest route to mid involves going up the wooden stairs by the beachy area, which is wide open and susceptible to sudden demo rushes. The alternate option is to go up the concrete ramps past second and into the garage/house, and out onto the point via the medkit/ammo box. Obviously, play experience will tell better than I can whether the team will take the time loss to be a bit safer, but that's just one minor concern I have.
One thing I don't like is the ammo and health on the midpoint. >.< That's a personal preference though, and the health happens on granary too (though it is more easily reached by meds and scouts if they want to go that route. I don't see a way for the med to get up there on your map). At least you had the decency to keep them small.
My other annoyance is the flank route past the garage, the "BAR" routes. You're really giving the scouts a lot of options to choose from, which can be a lot of fun but also quite overwhelming for the defending team (pushing either from mid to second or vice versa with so many flanks to watch, particularly when they attack each point from such separate angles).
Your lobbies are huge and confusing. As someone who is trying to map for competitive tf2 myself, one of the most difficult tasks has been keeping the lobby and house a manageable size and complexity, so I can relate if you've found that they tend to grow by themselves! That may be something that only matters when you're unfamiliar with the map though, testing will reveal it if that's the case. PS: I don't really like snakewater's lobby much either, that ramp to the lower section seems kind of forced. I still like snakewater though!
There's one spot on last that seems totally out of the way by the DANGER: HIGH VOLTAGE door, where spies could decloak or any attacker could hide after the ubers pushing into last? I'm not sure what the point of this little niche is. Also, the big shipping crates are stacked quite oddly, and I kind of wonder how they got that way. The geometry seems useful for a hiding roamer though.
Also: TOO MANY DOORS! I am guessing that many of the locked spawn doors are to areas you tested before as forward spawns, but it makes it very confusing to have doors all over the place, because I expect people to come out of them. See Gullywash for a perfect example of extra doors that confuse people (no offense Arnold, as I don't know the conditions for the map's acceptance by Valve, etc etc...).
My final complaint is that you have tons of areas that are inaccessible to the non-jumping classes. My personal preference is that all areas should be accessible to every class, even if it means they have to take a long time to get there. I find that it adds to the element of surprise and can make the map more fun to play in; I've spent a lot of time as medic, looking longingly at the roof of Snakewater's mid....

A good rule I've tried to stick to is: if it's a brush and one person can stand on it, then everyone should be able to stand on it, but if it's a prop it's up to your discretion. But don't let me tell you how to map, do your own thing and make your map stand out! It looks great and I look forward to testing it out in scrims with my team, lobbies, and even pugs if possible. Keep up the good work!
Also: my badlands/gullywash imitation map, trundle, should be released in alpha within the next two weeks if I can finish my school assignments early. Feel free to check it out when it does!
EDIT: The text block really needs an apology, so here it is: Sorry. I just get excited when people make comp maps.