diplodicusAfter taking a quick look through it, I noticed a fairly major design flaw that may be a problem for competitive (or not, I've never played the map). http://i.imgur.com/DEFlQRJ.jpg
As you can see here, almost all of the warehouse circled in red is dead space. At the beginning of a round, that area seems like an ideal place to go through during a rollout. as it exits right in front of the point. However, the only ways to get through to it from spawn is in that tiny little window jump maze that Bereth pointed out. The other (three, I missed one by the D in dead) entrances are either exiting onto the point, or are from the other team's flank (with the one by the D, it is in a spot where going through the warehouse is a ton longer than just walking near the bottom green arrow).
Because these are "blocked off", you're forced to go to mid via the green arrows, meaning that you either walk up right next to other team will be, over the top of the point which is impossible/helpful for anyone except maybe a bombing or aggressive soldier. I would try and fix this by either opening up http://i.imgur.com/mIn7l7z.jpg this shutter door into another little route to the blue entrance to mid, or else putting a staircase through here http://i.imgur.com/ZFWCZCQ.jpg
Other than that, it looks like a really fun map to play. I'm looking forward to what the 6s test-puggers have to say about it.
I'm not sure that area is as dead as you seem to think. It has a medium health pack in a pretty concealed area, so I can imagine players rotating back to acquire the health fairly frequently. It may not have a large role to play in an initial roll-out, but I think that's okay as it works more as a flank or fallback position anyway, allowing scouts and roamers to go lower and get behind combos defending the middle.
As far as adding extra paths to inside the warehouse, I'm not sure I like that much. The issue with the shutter is that you add this third pathway on the right side that is much closer and more concealed than any thing on the far left, thus leading to it being the primary path to middle the vast majority of the time (this is especially true given how concealed the warehouse near point can be, the major tradeoff being that its usually slower than just walking up past the rock to the point).
The stairs to hallway solution seems okay, except for the fact that it makes that roll-out room into a pretty significant deathtrap if the enemy team controls middle. If you walk into that room, a roamer could be sitting right up the top of the stairs ready to rain death down on anyone who walks in, while at the same time watching the vent for people to walk towards middle. Or, you could get simultaneously flanked from both vent and stairs as you try to push through.
Obviously, both options are doable, and could be a better solution after testing, but for right now I don't think I want to worry too much about the warehouse. I think it serves a valuable purpose as a flank and fall back position, without needing to necessarily function as a full time roll-out option.