I won't lie, I like the direction this rework took. This is message breaks my thought process into a few different paragraphs, explaining the reasoning behind my thoughts. Be sure to take this with a grain of salt, since I'm only a Steel 6s player.
Middle Point (3rd)
The mid-fight previously (based off the screenshots I saw) had those big ramps that lead to the point, but those were really the only ways up to high ground. Now, mid reminds me a lot of Reckoner and Gullywash with the route under the point and the two ramps up to the control point. The only thing that I would personally change is altering the shed: right now, it feels a bit strange to have it slapped in the middle of the bridge, but (similarly to UEAKCrash's Glassworks's shack) opening it up or even enlarging it a bit could help make the hut a little more flowing with the other geometry.
Second Point (2nd/4th)
I have to say, this area looks like a ton of fun to play around, mostly due to the circular two-level point similar to gullywash. I do think that filling in a section between the two levels could make a passive hold a bit less difficult to form, since a sniper through choke (aka main route) already has decent sights over the high ground; however, do not take this as solid advice, since I haven't played on the map to test some of these theories out.
Last Point (1st/5th)
This point looks like it had the biggest rework, so I'll be going over what I think might be issues gameplay wise. To start, the way spawn dips into the ground will make leaving spawn more difficult, therefore making holding last harder. If you still want a ramp from spawn, I'd say make the ramp go upward a max of 128HU from the floor. Next, the room itself; it feels a bit too wide in comparison to how close the entrances are to the point. Even moving most of the room 256HU away from the entrance walls would help add some room for fights. Lobby (the section between 2nd and 1st) seems pretty well laid out to me, and having the cover around the point actually seems like a pretty good idea after I took the time to think about it.
Overall/General
On top of what I have said about gameplay, I have a few other littler things to bring up. First off, the tiles below pickups. I love these things. They're both a nice touch in terms of detail, (especially since decals might be harder to see in this theme,) but also have a small bonus of being visible in overview images. Next, the light_environment. I know this may seem pretty nitpicky, but I feel like making it steeper might be a good idea, since blu's side of mid and red's second point are mostly shade right now. These are really the only two things I wanted to bring up in this section.
I hope my feedback is helpful to you. If not, then I'm sorry for putting so much effort into this comment..