General feedback.
Tracks-Airstrip:
I always end up defending on both sides of this round, so you could say this is the most successful of your connector setups (in terms of not stale mating) as pressure is always pretty high. Only thing i would say is that attacking from the top to the bottom (airstrip>tracks), i had no idea route 2 was even there. I would deffinately say the advantage went to the bottom base as there are more attacking possibilities and height advantages for the track defenders.
One thing that is confusing for the airstrip defenders is that the bottom left corner, where the paths for tracks, mine and swamp areas are close, it's hard to tell which paths are in affect for that round. Sometimes i'd think we were defending the mine when we were defending from the tracks, or defending the mine when a heavy medic pair suddenly jump from the far cliff top on the left where the swamp is. Probably a result of the fact that the access doors that activate and deactive per round arn't visible and the only way to really understand where the attack is coming from is to properly analyse the blackboard (which more often than not, gets ignored).
The swamp is very hard to defend against the mine. I put this mostly down to the fact that the capture area is visible from an early point when attacking from the mine, whilst attackers from the swamp are stuck within structures and with limited sight of the objective. Attackers from the swamp also have to expose their flank to both alternate paths when attacking through tunnel 1 and still come out with a height disadvantage.
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For the most part the "corridor" syndrome is pretty hard to avoid for a tc setup given the limited amount of space and often long linear routes required to get a section of one area to join another. Mostly i didn't feel that any of the paths were too cramped/corridor-y as many of the routes were fairly short, and those that weren't had a reasonable amount of space still.
mine-tracks route 2 was a popular one and i felt lead to a lot of head to head combat which would have lead to people thinking they needed more space to flank.
mine-tracks tunnel 1 was annoying to attack through as you were easily flanked within the tunnel when attacking from the tracks, you couldn't turtle in the tunnel and then push out like most other connectors.
swamp-airstraip
mine-swamp
mine-tracks
tracks-airstrip
mine-airstrip
(attacking from the mine down route one comes out into a bottle neck, it feels more like a corridor as attackers from the mine than vice versa).