I thought about the defender respawns issue some more, and I think it's partly because the defenders can immediately shoot or bomb point when leaving spawn (compare to e.g. gully or snake) but the attackers can't shoot spawn doors while capping (like process) to balance this out
PigPigOpen to suggestions, what key areas do you find yourself needing ammo?
pushing 2nd from mid seems to be the worst for this, followed when you are stalemating/sacking from lobby into last. The 3 small ammo packs on 2nd are all really close to each other in an awkward way.
part of the ammo problem also comes from how the ramps on mid vacuum all the ammo drops under the point