Keep in mind a lot of the things I'm writing in this comment is subjective. Some parts are maybe too brain-stormy.
- The Old Toxic.
Personally I prefer the old toxic. I realize the change to the current "hangar" style was at least partially made to conceal the control point from snipers hiding in toxic. I haven't played much of reckoner since its removal from etf2l, but it feels like the flank is underused/harder to use because the path to mid is longer. I wouldn't mind changing the flank back if it means putting the point under the bridge again.
- The Dropdown.
I'm not entirely sure why the dropdown was added, but to me it seems to functionally shut down the under area as a valid flanking route. It's already hard to walk into both second and mid from there, and now whoever controls cargo will be able to shut down that form of counterplay. If you decide to keep the dropdown I would also like the railing removed.
Basically, in my opinion these changes would make the map feel more dynamic again, as both the flanks would be more viable to use between mid and second.
- The cargo entrance to second.
In order to reduce stalemates in this area, consider opening up the ceiling similar to what was done outside of sawroom on snakewater. There are two doors. My suggestion is to remove the roof outside the first door, so people can more easily bomb an attacking team as well as making space while bombing in. Another thing that could be done is to raise the ceiling in the second room and make the door taller. That would have a similar effect, but smaller. (Another option might be, similarly to snake, add some sort of window. [note that this might not be compatible with the window idea from lobby to second]). And while we're on that topic...
- The new proposed "vent" towards second.
I don't disagree with the idea completely, but I think having the exit so close to it might make backcaps more likely. With 4 total exits to a wiide lobby, with an open exit to the last point could be troublesome. Better to add the exit somewhere in between the current ones, even if that will be easier to spot for the people controlling the fourth control point. My suggesting is adding some sort of balcony similar to the one looking over second point on foundry. It may end up being stupidly powerful, but it could also be a dropdown, or the exit could lead to the floor level instead. If these ideas don't work perhaps making one of the two upper exits a lot bigger or more open will work.
- The empty space next to the greenhouse on second.
I would reduce it since it's not really necessary.
Now commenting on some other ideas.
- I am fond of the idea to put health packs under the midpoint, maybe one small under each staircase? Or if you decide to keep the point on top of the bridge, one in the middle.
- Moving the last point forward a bit, like alba suggested, is good in my opinion. It is a bit too easy to defend last. Perhaps the cap time could be reduced by some tenths of a second if you prefer that.
Thanks for working on this map and especially for taking the time to push another update.