Glad to see this map has come a long way since my first comment 2 months ago, and I'm also very happy to see that this map is very well balanced for all of the classes, at least during my short playthrough with bots.
There are a few bugs/flaws I do need to mention, which I hope will be resolved quickly:
There are no info_observer_point entities, so the camera instead spawns at the origin of the map. Create observer entities that are mirrored across the map, and mark one of them as the Welcome Point.
These stairs use a missing texture.
This roof has a missing texture underneath it.
There are a lot of cases of missing textures being in non-visible areas, including inside brushes. Are these supposed to be nodraw textures?
These doors are very obviously clipped with the clipping tool. If you want to create the illusion that the door has been bent on its hinges, then rotate the entire brush instead using the right-click Transform dialog box.
The pickups on the control point are mismatched. This is a symmetrical map, so symmetry needs to exist even with pickups.
Finally, there presently is no reason for a player to take the stairs route when they can take the ramp route and get to the point quicker. You might want to entirely revise the stairs route by pushing its exit ahead of the ramp route, perhaps to make it more attractive to Spies.
Seems like a pretty good and well balanced map to me, maybe except for the box climbing which takes too long and would only really be used by Spies (making their presence obvious). I can't wait to see this skinned, and I'm thinking the Foundry theme would be good.