Despite the design choices we had available, we were never really able to get the Repair Node to feel balanced for the attacking team. TF2 maps tend to be designed with very specific predicted Sentry placement locations and length of Sentry survivability. The Repair Node distorted old favorite maps and made testing new ones more difficult by exaggerating intentional choke points and creating new choke points where they didn't previously exist.
VALVE SAID THIS.
AND THEN PUT IN THE WRANGLER
I thought I'd finally learned to stop caring about valve's unfathomable design choices, I truly did.