I guess that's fair, but you ought to compare it to a CTF map that gets played in 6s a lot. But now that I say that I don't know if CTF is played in 6s anymore.
It isn't really. Turbine was the only real CTF map that gets any real play time, and the gamemode they played with it is quite a bit different than on a pub server. In comp, you try and get as many caps as you can in 30 or so minutes. The basic idea being that if you do get far behind, you can still bring the score closer by chaining together several captures.
Euros still play turbine, but they play turbine pro and they use a different game mode. Basicallly, you have 2-3 10 minute segments. The team that manages to get more caps (or gets 5 first) in a round wins that round, and the team that wins best 2 out of 3 wins the match.
CTF doesn't get played in ESEA right now for a couple of reasons:
1) comp players complained about it ( frowny face)
2) the 30 minute timer with unlimited caps could lead to some abuse. Basically, each capture was considered a round for a team. What that meant, is if you played against a team that was going to drop anyway (tired of playing, no chance of playoffs) but you were going to continue on, you could just sit there and get as many captures in 30 minutes as possible, which would screw up your tiebreakers and make you more likely to get into the playoffs over another team.
3) Only one map to choose from, turbine. Yah, there are other ctf maps that might work, but with it being such a niche category (comp ctf), the most familiar one is likely to be the only one under consideration. And, turbine has some really painful problems in the middle of the map, which lead to quite a few stalematey situations. Only three entrances, all three of which can be locked down super easily.
Also Prestige, just to clarify, my main problem had to do with the final capture being so hard to stop. Putting the capture point in the middle of the map doesn't seem like it would solve that problem, as you still can't intercept the flag carrier before they cap (if anything that would be worse, because the enemy team has much less distance to cover once they get it out of the base). The only real solution I could think of would be to provide a path that overlooks other parts of the map so you can intercept from on high, but if you do that chances are the scout can just use that same path to get home faster.