So I don't really expect this idea for badlands to really be much, but I'll pitch it anyways.
Badlands is obviously an incredibly hard map to push out of. There have been plenty of good examples provided as to why it's nearly impossible to push out of last so I'm not going to echo what has already been said.
Is there any way (through map design or some other method of sorcery) to make it so that the forward spawn does not teleport you back to last when the enemy has your 2nd? My train of thought behind this was that there isn't a lot of distance needed to cover from last to battlements, so possibly having a sniper push out with the team to get the spire cap wouldn't be as bad considering the large sightline from battlements onto choke. However, the sniper would have to switch class to scout before the point is capped so he/she would not have to cover the distance between last and where his/her team is. Also, attempts at a forward hold by a team could possibly be discouraged if a heavy is brought along to break the forward hold.
I don't really expect this to go very far, but it's an idea and suggestion nonetheless