So, here are the impressions I got from gameday comments.
Too damn big
I initially intended to make the map smaller, but I worried that would put CPs too close together. However, it seems long travel times were a major issue as well. Hopefully some additional direction signage can alleviate that, but for now, I'll compare the travel times to those on the stock maps.
As for breaking up the map, what were some of the worst sniper spots?
Too defensive
The 2nd and 4th points seemed to change hands often enough, but the middle and end CPs were just turtle-fests. For the middle point, someone suggested opening up a high ground of some sort. I'll try tweaking the upper level and see how it goes.
The last point has a few issues. The long narrow tunnel doesn't offer the attackers much of an advantage, as defenders can build up in the exit building, and snipers can simply hang out at the end. I'll change it so there's more turns and a space for the attackers to build in. A couple people suggested opening up the side path and making the "no-entry" gate a one-way gate for the attackers, so I'll try that.
Other points
-An overall theme for the map will help. I wanted to flesh out the geometry a bit more first, but I'll keep it in mind.
-It's not clear that the forwardmost spawn room cannot be re-entered. This will be rectified in the next version.
-On a similar note, several people were trying to get through the large bay windows overlooking the final CP hill. However, I'm not sure whether I should make it more obvious that they are windows, reduce or eliminate the visibility altogether, or open them up as routes/sniper options (unlikely given the current issue of sniper-friendliness).
-More ammo packs for engineers near the CPs.
-The crappy displacement boulders were using an HL2 texture. This has been fixed.
-engoldin said something about forward-facing resupplies. I'm not quite sure what he was getting at, or whether he was referring to the rooms or the cabinets, so a little explanation might help.
Thanks to everyone at gameday for the feedback, and please let me know if I've missed anything.