Tobhot take maybe but I actually liked that badlands had a niche quickiebomb strat (with 2s cap tho)
It's not much of a beautiful/intricate strat to delete all stickies in a small area then bumrush guys onto point like dickheads, it's just very effective (if enemy team is poorly setup, but even with the right defense it can be hard). The defending team need to commit a soldier to bottom left, and one to point while a demo holds top door(s), and none of these guys can make an error at any point (impossible even while playing properly as there will be a gap where you need to get ammo). All this being said, i imagine it would still be easy enough to play point even without quickies.
A lot of what Voxi and Gazy said is true as for reasons to not like it (imo), the lobby + last is completely unfixable without massively changing both. The 2nd fight is incredibly unintuitive to every other fight with how vertical the balcony area of lobby + spire is and how fuckin THICK the spire is. Demo and Medic on both sides kinda just chill with very little vision/impact and try protect themselves / kill guys who feed onto the wrong side of the spire, while Soldiers and Scouts dominate da fight. I think the flank having a resup is just goofy as hell and wasnt abused nearly enough when the map was played, maybe im remembering wrong tho + i was way worse when this map was played.
Upsides are that mid is very interesting both for midfights as well as ways to play mid in all the different states in the game. House is also a pretty fun area, every other part of the map just kinda sucks tho.
There was a map collaide made a while ago that took a lot of inspiration from badlands but was updated with a lot of modern solutions (especially to the lobby/last) that i remember playtest dmixing on a few months ago. It wasn't perfect but I think if anything we should be trying that out, tho idk if collaide is still interested in continuing development.