Waldo1) movement of last point severely reduces importance of pipe, makes passive last holds significantly harder
2) last point itself is completely out of place, slight elevation over a displacement combined with nearby supports/boxes/tires make it way too strong of a position in post-fight 1v1/1v2 situations
3) removing props/non smooth in dropdown negates its purpose; it shouldn't be safe/winnable for someone going up dropdown
4) widening the sides of mid discourages taking high ground as soldier, makes 1/2 height crates even more of a death trap
5) pushing back 2nd forward makes the typical Z repush strategy less valid, one of the more interesting parts of the map. arguing that granary is the only rotation map with a forward that far forward doesn't take into account that it forces any fast repush after losing 4 to go through Z
6) removing various props/quirks in map geometry as "clutter" is removing those places for players to "bring some flair to their movement"
7) removing hiding spots is simply a bad principle; any good player knows of them and they give more options to roamers in an increasingly scout-dominated game. additionally, no-colliding every single wall prop simply makes the map bland; I've never heard someone complain about these being annoying/unfair.
8) changes to last spawn from the perspective of a defending team are negated by moving the point forward; it takes a comparable amount of time to get to point. arguing that the rocket room encouraged hiding for backcaps is irrelevant; process has a similar room and granary's is easier to check since it's on the way from spawn.
most of the interesting aspects of granary are in the contrast between its simple/open main path between points and cramped/complicated flanks. clearing out flanks and encouraging monolithic pushes via large, open doors (i.e. connector from mid) makes the game simpler and blander.
I was about to type out why nearly all of your points are either irrelevant or wrong, but it looks like clockwork did that.
also,
5) yes and that’s a good thing; moving the 2nd forward back makes it easier to repush out of last which is a greater positive change than any negative gameplay it can possibly force.
8) that’s just wrong. with the change, it takes about the same amount of time to actually fight people on/near point for a scout, it’s slightly faster for soldier, and it’s much faster for demo. If you were only talking about scout, that argument is still irrelevant. If a change is made to remedy an issue of an initial change, that’s not a bad thing.