I apologise this feedback is being left after beta
I feel like this map has a rather core problem of that the shape of it's combat arenas is quite samey. I have taken a screenshot to demonstrate.
Essentially your map is a series of rectangle and horizontal(lateral) boxes connected by vertical paths. I feel that as an attacker, rotating between paths attacking the point is very boring because they are basically flat, straight streets. Additionally, the paths you do have to move betwene these horizontal boxes are more or less straight as well, and where they're not they're quite cramped.
Basically every combat encounter you have in this map happens in the same direction, from the same angle, because enemies pushing back past their held point are funneled directly straight into you. You fight them in a straight hallway or you're flanked from the side because all enemies are deposited in a long box (the street) where they have access to the entire width of the map.
I'm sure you probably hate your map being compared to koth_king but I think it's a good example because it has the street thing going as well but manages to avoid this issue
The spaces in king are really varied in shape, The street zig-zags across the map. The routes are varied in shape and direction as well (and more numerous). You can even gain a height advantage over people pushing back from the point in multiple places. Rotating from one route to another offers more than running down a straight street with exits depositing directly onto it. I would endeavour to try and add some of this to your map.
It's probably too late to make serious changes to your map now and again, I apologise. I don't get to play TF2 very much so today was my first time on your map.
I hope my post has offered you something to think about at the least.