If you take a look on either side of the point you have staircases that are redundant, a sightlines from one end of the map to the other and only one way to get onto or to the other side of the point - through the middle.
This could make classes like
-Sniper*
-Pyro*
-Enigneer
-Heavy
-Demo*
Over powered
and it would make classes with low health like
-Scout
-Spy
Very under powerd.
One thin important in mapping is flow. As a mapper you need to direct the flow of the players to the places you want them to be. Obviously, you want majority of the players in general on the point but if you have a look at it this way;
Where do you want the spies to be? You want them to be on the enemy side, infiltrating their base killing off people on their own side. Now ask yourself, how are they going to get there? Are they able to with any spy cloaking item? You will quickly see that unless they use the Dead Ringer and Spycicle they will will quickly die or be discovered to either random, compressed bullet spray over the main point, bumping into someone or being set on fire from compressed pyro spam.
Where you you want engineers to set up? They could easily set up in one of those wings on either side to create an OP killing funnel from the point to either side.
Why are there rooms to the side that lead nowhere? What advantages does that give a team at any one time? I see a staircase that redundantly leads nowhere.
Basically what I'm saying is you need to have routes for players to take around the point. What I'm seeing now is a bullet funnel that goes straight to the other side. There is usually a route along one side of the point so players can navigate around and behind for surprise. I'm thinking the curves nature of the design would make it bias to one side if there was only one way around the point, but two ways around a point would be OP and the action wouldn't be focused so much on the centre. Maybe straighten it out and add a flanking route to one side.
In general you need more than one route to or around something. Good luck.