Hi Umbratile. After playing this map during the impromptu today, Sandy Shoals received a lot of criticism and not much useful feedback. I walked around the map myself and took some screenies of some of the areas which people found troublesome during the game.
The biggest complaint by far was the walking distance from Red's spawn to point A. The scenario was that if most of Red team died, Blu could easily cap A before Red spawns had time to make it back to A and set up a new defense. One idea was to make a shortcut that bypassed the A/B connector to allow Red to quickly return to A after respawning. Another idea was to add a forward spawn.
This sightline allowed Blue snipers to shoot from the safety of their spawn right onto anyone unlucky enough to be standing on the A cap. It shouldn't be a hard fix.
Overall, Red had a hard time defending any position, especially A. This ledge allowed Blu team to walk right out of their spawn and spam down at Red, killing anyone in the low area and doing quite a bit of damage to the alcove on the right, which was one of the few sentry spots on the entire map.
Just something I noticed, I thought I could jump up hear because it was so low, and I was surprised when I couldn't. Maybe raise this cliff or add a fence so it's less confusing.
Sorry for the long post, but I really had a fun time on this map and I want to give it the feedback it deserves. Hopefully you'll find at least some of this useful when updating the map!