I think we will only be able to draw good conclusions from last when its been played in a more serious setting tbh. The dropdown secret area is largely an afterthought really, something thats designed to just be a potential threat and not really the main one, just maybe to help with taking eyes when the attacking team is pressure cooking or something. I see what you mean by being rather different and combining two different styles of last but I dont necessarily see it as bad or needing to immediately change tbh.
As for 2nd, I wanted to make choke hard to push (making it narrow) because of the flank (big door) being comparatively easy to take (think taking heals big door on gully) and to get someone behind to potentially pincer and pressure (much like gully). I do agree there should be more geometry around choke to make fights potentially more interesting and break up play as it is very open rn.
The dimensions are pretty similar to gully for 2nd (shutter to choke is the same) I think the map seems larger than it is because of lack of textures/details etc which will be worked on in the future. With jumps on crates etc, i can fix that quite easily and make it more streamlined