1. The original reason for the one-way shutter was because, in previous testing, without the shutter being there, the enemy team would frequently abuse the stairway room. So far it's the most eloquent way I could think of (for now) to make the stair rooms far more oriented towards the team that side of the map belongs to.
2. Fair enough. I noticed that some of the routes out of the team houses weren't used very often as well, which may or may not contribute to that feeling, not entirely sure myself.
3. Testing seemed to show the mid being very back and forth across practically every version. I can see where you're coming from though due to the point being indoors and there being a lot of small doorways and passages. Almost 0 good koth maps have indoor mids with highground that close to the objective. There's been practically no precedent for a good indoor koth point yet, so who knows?
4. The reason for the eight or so entrances into the mid room (and the highround/point setup) was my attempt to circumvent the problems that typically plague indoor koth mids. Maps like Suijin and Harvest have incredibly claustrophobic mid rooms with highground that is either difficult to access or easy to control by the team that owns the point, and very few entrances, leading to some serious chokes. I did the aforementioned things in hopes of giving both teams a fair chance of manipulating the highground regardless of who owns the point and to eliminate some of the chokiness/claustrophobia. Seems however that I might not have it up to par just yet.
I see where you're coming from with a lot of those points and partially agree with some of them, the above is just my explanations for why the map is currently how it is (and how it will end up is always subject to change).