So we ended up pugging this. I dunno 'bout the other team but I know ours was laughing about the sheer number of medkits you could just randomly land on for a good few rounds. In all seriousness the volume of healthkits needs to be reduced.
Last caps almost instantly with one person on the point which everyone thought was kind of retarded. There were a lot more flanks and entrances to areas than we cared for, making it harder than usual to watch flanks sometimes. There's only one spawn from last so it's really easy to get to and spawncamp if you kill enough people while fighting/winning 2nd. There was a desire for the cap areas to be outlined. There were also complaints about the vertical variation (mid is gigantic, 2nd is a deep room, last is a fight uphill).
We liked the little ledge/awning on 2nd that let you shoot down onto 2nd because there were some good rollout opportunities with it, but it ended up being free minimal risk damage for defenders.