Hrm.. Well. Let me start of by saying thank you guys for the feedback!
I've heard a lot of mixed comments, but these are the basic comments I got:
-Map is too big
-Some areas are confusing (namely around second)
-Lots of open space
-Middle point feels unnecessary as a hill
-Too many lifts
What I'm considering from this is taking out the last control points to make this again a three CP push map, either finding a way to make the hill useful to players or just making it a standard CP.
By considering I mean doing. This also means a slight rehaul of the second point and courtyard outside of the hill. I plan on keeping the little courtyard behind second just to dilute the area because I'm going to be essentially remodeling the rest of that area to be more tight gameplay wise (keep the same shape, mess around with the paths).
For the courtyard outside of mid, I'm just wondering what to do with it. In my opinion its weak points are the myriad of lifts, the curvy paths above, and the open space below. I am in strong favor of the large division that separates both sides because it solves a lot of problems for me

. BUT: The reason why this brings conflict into the matter is that the courtyard is what I might call a 'vent' area. It's designed to allow some of the battle from mid to seep out into the courtyard so things don't get too hectic.
SO, this means that I'm going to need a new way to integrate it into the mid building to
a) be more useful, and
b) not use a lot of open space.
Thanks again for the feedback, I'm going to try and use some of the middle building architecture elsewhere because it seems so popular

(not copy/paste but the general angular feel)