Here's my feedback for RC4A.
1. Move or remove redundant health/ammo packs.
In lobby there are small health/ammo right around the corner from the medium health/ammo and it feels redundant. Moving the small packs closer to the entrances to last, or removing them entirely would probably be fine.
https://i.imgur.com/udooLKE.jpg
2. Add an additional path to exiting last.
It is very difficult to push out of the last point lobby because all of the current 3 doorways can be spammed from the shack position on the point. Further, the upper doorway is directly facing the point so it is a highly spammed door, the shutter is easily trapped or people can hide outside of it, and the lower entrance puts you at an extreme height disadvantage. Drawing inspiration from snakewater, with its 4 exits from last, I suggest adding a new exit from upper lobby out to the forward spawn balcony. A door here most importantly would not be easily controlled from the shack position, and would serve to help people pushing out of last to draw eyes away from the other main choke points.
https://i.imgur.com/e1eOZ99.jpg
Another option, could be a vent connecting through the large block here that leads out to the balcony. I could see it even being a 1 way door, only being useful pushing out of the building and not letting people in from the balcony, so that it doesn't introduce any issues with defending the lobby or backcaps.
https://i.imgur.com/bdtaXXV.jpg
3. Reduce the size of the fence above the 2nd point.
Right now the shed is an incredibly powerful position to defend 2nd from and to spam all the choke points, but you are so well shielded from any return spam because of the fence next to it. You can easily use the shed as cover and just shoot over it, while leaving little of your body exposed, and most crucially without much of the surface of the shed being exposed. By reducing the size of the shed a little bit (shown in red), you could reveal more of the top of the shed, leaving open a sightline for spam and splash to be sent from lobby to help to dislodge anyone sitting there (yellow). This would still block the majority of the sniper sightline from the upper exit across to the flank path.
https://i.imgur.com/UI7REIC.jpg
https://i.imgur.com/qYkKGsJ.jpg
4. Remove the clipping on the small rail next to the mid house dropdown.
You currently get stuck on this railing, which hinders the flow of using the dropdown.
https://i.imgur.com/Ajdnplh.jpg
5. Utilize the space under the bridge on mid.
I personally preferred having the point on the low ground because it introduced unique dynamics of risk/reward when going for cap time. But even if you decide to keep the point on the top of the bridge, I think something should be under there just to give some sort of incentive to ever go down there, since the stairways are pretty cool anyways and it would be a shame to see them completely unused. Even a small health pack under the point would probably suffice.
https://i.imgur.com/Fmf5y9j.jpg
Hope it helps. Good luck.