Here's that feedback I said I was going to write:
These spawn doors could be separated from each other a bit more so that they aren't so close together, and so that they're closer to their respective positions of flank and choke routes. Also, it'd be a good idea to lower them so that they're more level with the ground. Elevation near spawn doors isn't always the most fun, and this gives spawners an advantage over the point the instant they come out. Also try removing the corner edges of the walls that are sticking out. These create a hallway to the spawn doors, which makes it hard to fall back into, since you're more likely to get trapped if you want to retreat back into spawn.
This catwalk currently makes a weird transition between holding spots in lobby, and is actually pretty detrimental to the attacking team. This gives defenders the opportunity to get into attackers very easily, and also gives defenders an easier way to spam at the attackers. It also removes the viability that this last has right now, where it separates flank and choke in a very nice way.
The orientation of the ramp would be a bit better on this side. This gives players holding around this area a nice place to hold on and retreat back from while looking at the entrance to the right of here.
Raising this point a little should help give players on the point a little bit more holding ground, while still making it so that the point can be shot at from the other holding positions around last. Also making the cap area more of a square should help get rid of the feeling to hug the used-to-be pillar.
These rails have collision.
This health and ammo placement is a little bit too far into a fighting area to make use of it.
A lot of your entrances have these pillars in the middle of them which creates some weird movement when trying to get through them. Maybe try decreasing the entrance's width and removing the pillar. It should give the same effect as having a separation in the middle of it. Removing this middle pillar on the entrances that have it should make going through them feel a bit nicer.
Except on this entrance. I think it's an interesting element here because it acts like a shutter, in the sense that it makes it easier to spam and harder to get through, but it doesn't remove the vision of the entrance.
The flow of this area has players walking around that L-shaped wall-bit that sticks out.
This entrance is kind of out of the way where it currently is, and is a little wide. The middle bar allows for some weird spam/traps, so you might want to remove that, too.
To open this room up a little more, try moving the left-most wall back a bit.
This pillar and the rails get a little in the way of the fighting area/ramp.
The health and ammo packs here give a pretty big advantage to players who also have high ground.
Widening this door here and moving it more center should help with people trying to peak into this room and fighting around this entrance.
This area here feels like it adds a bit of weird bend when walking to the higher ground. Expanding the ramp out and removing that wall-bit should help that a little.
Try opening this area up a bit, right now it feels a little small.
Removing the walls/entrance on the left and pushing back the corner a little will probably make this spot feel a little more open.
Sorry if this is a little hard to understand; I couldn't think of any easy ways to draw this. Basically, the space usage here seemed like it made these play areas a bit too much into hallways, which are not fun to fight in. If you change how entering into lobby works at this spot, where there's a room separating between lobby and outside, this might feel/play nicer.
The health and ammo here are fairly close to the other bits of health and ammo, and are very close to a fighting area. The general amount of health and ammo around this lobby is kind of large. One medium and one small of each is really all you'll probably need.
I know you said you were going to completely redo second, so I won't go over it too much. The gist of seconds is that they should be a nice buffer area between points. As for the holding position on second, keep in mind that it should be safe, and in between the route to the point, and the choke. It should also have an easy escape route, a path to the objective, and a path to the choke. And when it comes to entrances, the flank should be the most direct to the point, and the choke should be the most direct to the area.
The flow of this area is a bit too straight on into mid, even though mid's fighting style is at more of a 45 degree angle, than straight on.
To help that, you could try moving choke over here, and putting the flank entrance to somewhere around where the circle is.
Mid's play-space is currently pretty small. Removing the house and pushing back everything a bit will give it a little bit more play-space/area to work with.
Mid really only gives the high ground to explosion-jumping classes, right now, and there's only one option to jump from. If you lower the roof on the left, and put things to jump onto in order to get up onto both sides of the high ground from the lower area, it would add a bit more options on how to attack this point.
This flank route will probably cause some weird plays to happen, and really cuts into the fights on mid, as it is. If you remove it and push the wall back here, it should keep this play-space fairly open, and a little bit more focused towards the point.
Currently this choke has two separate chokes inside it. Try making it into a bend, instead of multiple doorways, that'll also remove any vis problems that might be caused by moving the choke.
The health and ammo here might cause some weird plays/holds since it's in the middle of a fighting area/choke.
That's pretty much everything I had, though. I really like where the map's going, and I wish ya the best with it!