I think it was left in general feedback, but I'll post it here anyway: without the cheap sentry placements that are borderline exploits (building on top of rocks and crates), the final point is near impossible to defend.
I think it may be that Red has too few routes to go out and Blu has too many to get in. I'm looking at Stage 1 of Dustbowl for comparison, where the higher up routes are easily accessed going straight from Red spawn. Here, Blu has the same advantage only pushing forward towards Red, especially with that attic thing right above the point. If Blu gets a teleporter up there, the game is done because it's surprisingly difficult to Red to get up to that room without losing to much time running around the side route.