you asked for feedback, here's mine : sunshine features too many invisible walls (you improved a lot for reckoner) and the last point cannot be pushed. In etf2l mid last season every team was just sacking 3 or 4 players to lure the defenders out.
As the attacking team it's impossible to trade ubers because the defenders are far away from the entrances, it's impossible to sack a player in for the medic for the same reason, and even uber advantage pushes are hard to execute because offclasses such as pyro, heavy or engineer are good there, and because there is no good position to end up after the ubercharge.
For example on granary last after the ubercharge the attacking team can control the pipes, or on process the attacker can control the panic room, so even if the uber doesn't kill everyone the attacking team can still keep on fighting, and there is none of that on that last.
Besides, it's also extremely difficult to push out of this last.
I'd suggest re-doing it with a clear idea of what you want : either give an edge to the attacker (easy to push last, easy to hold second), either give an edge to the defender (easy to hold last, easy to retake second). If you make it so that it's both easy to hold last AND easy to hold second, no wonder it creates stalemates.