Will have to playtest the new (old) spawn room to see if the new (new) spawns removed the RNG from rollouts that we used to suffer in the rocket room era. Could take or leave the rocket room itself, but if we are back to me having to suicide in spawn and/or missing a buff on demos due to the corner by resup cabinet then that's really, really bad. Maybe you already checked this and it's perfect, so correct me if I am wrong. Can very easily keep the rocket room but then have a standard spawn room behind it without tight corridors and 90° corners in them in my opinion, if the rocket room is indeed the route you want to go.
Personally I like that you removed the extra door in ramp room, it didn't serve much purpose in transitions but would frequently lead to unintuitive, messy engagements during mids that really worsened the fights compared to rc4 and prior.
Don't really like the new entrance to cat, looks like a nerf to demo and buff to scout on mids. The balance between the classes on gran mids is one of its best features as a map, I don't think there's any need to upset that balance. I'm not sure what the intended purpose of it was, but my two cents is that it also doesn't affect transitions through that door (2nd-mid pushes) so other than the aforementioned impact on midfights it doesn't have any purpose.
Personally rc4 is still my favourite version. I don't feel that the yard changes in rc8 (aside from the wider chokes) benefited the map at all, the extra platform for the defending team to stand on just makes it harder for attacking team to take ramp control to begin spam engagements.
I'm a bit confused by the reversion of the last cap point position. Personally I neither like nor dislike this change, would be curious to test how it plays in pro1 with all the other changes we now have from previous versions. Would be interested to hear your reasoning though before going into test it.