I honestly would love to see the "everyone jumping onto the point in the pit" phenomenon stay. It's one of the big things that makes badwater what it is and the only obvious problem with it was the point's capture time.
You know cp_gorge, right? It's an A/D map that has a similar thing going on with the last point. If you take a look at final points of (good) A/D maps, you'll notice that most of them are in a pit or some kind of spire, and in big areas with lots of entrances and surrounded by (not on or in) cover sprinkled in tactical locations.
The current location of the last point is terrible: it's right around a corner, it's a mild height advantage over its surrounding area, there's no proper flank to it, and it's straight in front of the spawn. Without a massive overhaul of the last point area, I honestly think that keeping the point where it is in the payload version and adjusting whatever timers are necessary to compensate is the best course of design.