I can understand you detail early. Many mappers do and it works when setting a theme. If you are happy with the shape of a certain area then this is fine. But with your capture point you werent sure yet. And in the end, a little detail in an alpha can make it comfortable for players to already feel what the map should become like. This is not the problem i was trying to tell. What i was trying that to tell is that you shouldnt start on details on something you arent sure of yet.That's just how I map, take a look at the WIP I posted the other day where I experimented with themed brushwork. The detailing limit in this map right now is hedges for negative space, those few windows visible here and 4 trees. Saying this is detailed is an insult to detailing.
You took 2 buildings which feel quite identical in behaviour and a flat ground, and probably did detail them both seperately. When unsure in such way just taking rough block shapes to check its options for mobility would have done fine. Many mappers already can give feedback based on rough shapes. And it allows more experimenting on such area since there is realy nothing of work you would waste.
Instead, if you just took rough blocks you might have chosen a completely diffirent direction since the theme at that point wouldnt harm yet. Ofcource, when finished and you notice it doesnt fit the theme you might still throw it over. And once happy with that you can ofc detail it again to fit the theme you had as idea (and in some cases adjust the pathing with it).
It was just a comment on how you sometimes can save time. (but then again, i cant realy see if you would otherwise just use the building somewhere else. since if that was the case i can totaly understand why you didnt care about detailing it anyway as you had a backup plan anyway)