Glad to see an update is coming. Here's some feedback I've gathered based on many playtests of version RC1A.
1. Standardize the spawns for both sides.
From my experience, the BLU team tends to spawn more skewed off to the left side of the spawn room, while the RED team tends to spawn more skewed off to the right side of the spawn room. Generally the right side of the spawn is preferred to be used as the main exit, so it currently gives a small advantage to the RED side. Unless you centralize all of the spawns, the spawns on the RED side should be mimicked.
2. Remove the clipping on the spawn garage props.
By climbing on the tank and then across the tops of these garage doors you are able to get pretty much any class on top of the shed, which is a position that should probably be reserved for classes that have high mobility so that defending doesn't become too easy.
3. Raise one of the walls on last to give an option for a soldier wall jump.
Since some have voiced concerns over last being difficult to break open, offering an additional option for the offense could be useful. If this wall was a bit higher, soldiers entering from the shutter hallway could have additional options for getting into the fight or going for plays/forces.
4. Reduce the size of the building on the 2nd point.
Right now I would say the single biggest issue on the map is the flow of the 2nd point. Neither attackers nor defenders really have great options for fighting around the point because of the obstruction of vision/mobility due to the sheer size of the building. Often you get awkward ring-around-the-rosie fights happening here. Also, when one team pushes from the opposite side, it becomes very difficult to rotate to the other side to apply pressure. I would suggest to keep the balcony that overlooks the front chokes, as well as the side shed structure, but remove the majority of the building (outlined in red), and potentially replace it with a new height structure that can be jumped over and landed on.
5. Standardize the cover of fences on the 2nd point.
On RED side there is an additional fence blocking some sightlines present, whereas it is missing on BLU side. I believe the fence should be on both sides, mimicking how it appears on the RED side.
6. Widen the side path on 2nd.
The side path on 2nd is a bit narrow and could potentially be widened up for more free movement.
7. Replace one of the rocks on 2nd with a fence.
The rocks on 2nd are very large and take up a lot of space, lending to a cramped, cluttered feeling at times, especially if you are walking on the low ground. This rock on 2nd could probably easily be replaced by a thin fence, like some of the other cover around the area, and still serve the purpose of blocking the sightline, but taking up far less space. This could potentially be done with some of the other rocks around the map, but this seemed the most obvious one to start with.
8. Fix sticky trap spots in details.
Like some of the other feedback here, this is very specific to the detailing props being used, so if they will be removed when the theme changes, this shouldn't be relevant. The flower pots in these window props that are plentiful on the map do not have any clipping, so stickies can be hidden in every single one of them. These kinds of traps are probably too extreme in this quantity around the map, so I think it should be prevented in the majority of situations, but 1 or 2 throughout the map are fine.
9. Remove the awning above the mid-connector-building entrance on the 2nd point side.
These awnings are very strong aggressive defending positions or hiding spots, which is good to have, but I think only having one would be sufficient. With two awnings, it becomes very overwhelming to try to push through the building entrance here. The awning immediately above the doorway should be removed, which would allow people to move through the doorway with more confidence while still having to worry about the second awning as a viable hiding spot.
10. Smooth out the archway path terrain to facilitate rollouts/rampsliding.
Because the ground on the archway path is very bumpy, it can be very difficult to get any sort of consistent rampslides off it, which is something a lot of people desire to do during rollouts. Making it a bit smoother or ramplike could make it a lot more intuitive for people on rollouts and also give people a high skill option for mid, that will likely make people enjoy the map more.
11. Clean up some of the ground clipping on mid.
As you enter mid and hug this wall, the clipping of the rocks along the ground and the small ledge do feel a bit awkward.
12. Adjust the mid forward spawn positioning/pathing.
The forward spawn on mid currently opens directly into the fountain being right in your face, which is a bit awkward and jarring. Adjusting the spacing or positioning of the spawn or the profile or positioning of the fountain could help with this. I know you said the frontline assets may be removed entirely, but if the fountain somehow is being kept, a custom clipping of it could be useful, since it has some annoying splash-eating properties especially on the very top ring.
Hope it helps. Good luck.