I agree with popcorp in most stuff, generally imo, all these little scout jumps and props you can stand on add a little more flair to the map and can make for interesting plays.
I dont agree with 13 tho, while I think the small health pack should be moved to the front of the point I dont think the medium ammo pack should be moved to inside the room because its essential if you're holding choke and room is too far away for it to be a legit hold.
I think that the last captime should be lowered and that forward should be reworked. It was one of the things I noticed most when I played the map the first times was that forward wasn't as straightforward as it should be (ie: you feel a little lost when you get out of forward if you never played the map) it should be turned in the direction of mid but I also think where popcorp suggested is a bit too far away, still better than the current one tho because its facing the correct direction.
I also agree with morgus that left on last could have a shutter door and a see through window like gullywash for example, not sure how it would work out in this map but it theoretically sounds less spammable and prevents having to uber really early in case you are attacking. This in addition with a decreased cap time should make last a little bit more "badlands" level of interesting.
And the last thing I can remember now is cave, Idk, sometimes it just feels totally irrelevant, theres not much going around there except the textures and it just feels it was a bit forced just to have another entrance into mid/second. Well, its good theres another entrance, but I think it should be reworked so that it feels a bit more relevant and themed with the rest of the map, maybe add some props, rework pack locations. Not really sure about this but its just what I feel about that location