Ok, so I felt like I should post this:
Long return time on the intel is BAD.
This really becomes apparent in the first stage. If you watch the last round of the demo, you'll see that the intel only came from one direction, and all the Sentries were basically prepared to point that direction. Since the intel was already halfway to the CP, Blu decided to just go pick up the intel and rush headfirst into the sentry wall. At some point, Blu started coming around the other way and had destroyed some of our sentries, but I'm pretty sure the intel was still in the other route.
Shorter return time would allow Blu to more quickly change the route it takes, so Red won't be AS prepared. That's just what I think.
Adding another CP
If you go back and add additional CPs to the stages, I think there'd be more Blu wins. Additional CPs make it so that Red has to wander forward at the beginning and can't get the whole setup period to build up at the final CP and just chillax there the entire round. Also, additional CP gives Blu the reward of time if they can cap it fast enough.
As soon as Red realizes that moving forward toward the Blu spawn is detrimental to their defense, all they have to do is turtle at the last CP. And then the first half of the map is pointless except for making Blu run through it and for spies to get around.
Basically, by having 1 CP you might as well be making the map half as big and making Blu's spawn twice as long. You know? And then that's just getting rid of half your map and no one wants that =(
I think the map worked well, but the combination of these two sort of broke it.
Oh, also remove the health near Blue spawn. That's never good.
EDIT: Ninja'd. Sounds good to me, if you can pull it off.