In terms of control points, I believe area control is key to a good competitive map. You want teams to feel like they are able to hold an area or fall back to an area in the event part of the team gets picked off or they lose a player. I have granary in mind in this case (maybe since it's granary week) that when a scout and/or soldier dies, the rest of the team can fall back (lets say to 2nd yard) and hold back the enemy team long enough for their respawns to return, instead of losing not only middle point but possibly even 2nd. In mapping this can usually be done with one or two choke points, a wider area to push through, and a large open space for fights to occur. You want to set the pace for your map, do you want a map that gives advantage to the team that makes high risk/high reward plays? Do you want a map that rewards teams that play at a slower pace, making effective plays or coordinated pushes?
I also think variance in terrain is a key part of a map as well. I like Gullywash's 2nd point for example, its open area and obstacles gives soldiers a chance to gain a height advantage (something that is mostly missing from Granary 2nd yard) but also has flat areas and jump accessible obstacles in which scouts can attempt to gain height advantage. This is also seen in Badlands 2nd yard, with the slope from mid choke to grey bridge, with a chance for scouts to run up on pride/cliff and jump to spire, from house to flank the enemy pushing through choke. Bottom line is that you want to make a map that brings out the best in all the main classes, not just one or two.