About the new mid capture zone : I dislike it. It makes no notable difference in how the fight happens, as most midfights are over before the point is capped .Having the point on low ground forces people down the pit and make them vulnerable while they cap, which is an interesting tactical data.
Plays the low ground cap zone make possible include :
one player hero blocking mid (now completely impossible if the capper has the high ground),
teams waiting for the attacking team to start capping (= useless bodies on low ground) to come in and block
The new cargo drop down is a very good idea.
I don't see what the new stacked crates accomplish. I only see people holding mid on an even higher ground than before from those crates. In this specific scenario keeping the lip is very bad as scouts will always have the time to go around and climb on top. Good luck attempting counter sacks now.
About the new toxic to mid high door, i dont see why you didnt just increase ceiling height and keep it where it was. It's now even longer for a team on mid to rotate between cargo and toxic. Combine this with the as tiny-as-before-in-practice doorway from toxic to second and you have a zone as stalematey as before (or even more).
What bothers me a lot is the complete lack of vision you have when standing there :
https://i.imgur.com/czswApR.jpg
Imagine i'm scout or roamer and i want to gather some intel; i have to go down the stairs and peek, who knows whats besides the door? I could get buttfucked just for risking a glance. And without intel teams will never commit to pushes.
All in all i really don't understand the direction you're trying to go with your map. If you're trying to make it less slow/stalemate prone, it's not working for me. If you're trying to do quality of life for soldiers, sure, super high ground is the way to go.