mid has most potential, I think it could be made into a decent koth map with some work but I'm not sure.
here is some stuff in no particular order at all
this corner is awkward
and the ramp is too steep (recurring theme)
ramps are too steep
area adds no push potential or really any dynamic at all to the game, just a useless area to DM in because
There is entrance in almost the same spot that is more accessible and equally bleh from a positioning perspective
this area is useless, just make a more direct entrance into the next area
this is awkward, the spawn entrance should probably be reworked so that the wall isn't necessary
this area has way too much height variation to make it likeable as a combo or a scout, it's too clunky of an area and really needs a rework
areas that you expect the combo to go through should be big enough to allow that
this entrance into last should be more direct so you don't get spammed into oblivion when you walk in (because that will happen)
either make this a sheet metal or really tall so it's not such a strong wall to stand on as scout or soldier
I really don't like this lobby entrance, you could rework the entire area in front of me so that's it's more interesting for the flank (maybe add an under area to one of the other last entrances rather than into this useless one...)
...like this one because this is an awful way to have an entrance to last because you'll just get mulched if a soldier walks through shutter while you're down there
this pillar serves no purpose
I can't think of a reason for this area to be open because it makes the upper area an even worse area to consider pushing as you can get mulched by a soldier sitting here (not sure why he would be but he can)
can add a wall here to seperate this areas more because they were literally just connected toghether a room before it on point
these sniper sight lines influenced your last design way too much, the lower one isn't really even that good, those barrels definitely shouldn't be there because it ruins the overall design of the last in terms of height design
small pillar to the right exists only to prevent sniper sight lines, there are better way to manage this than adding something soldier can stand on
I almost didn't realize this was a door that would open, it's in an area that it should be better as I would predict more than one player to be holding here since it's such a good position.
that's all my pictures I got from walking around the map
but you shouldn't let sniper determine map design
every area/entrance should have a purpose in 6v6
lots of areas are just bad for 6v6 game flow
I do think mid has the most potential, with some work I do think it could be made into a koth map