Last seemed quite easy to attack. As an outdoor point (nothing wrong with that) it's kind of like Freight except without the easily defensible chokepoints. Pushing out of last is also literally an uphill battle (and there are lots of flank routes for backcaps), that said we did manage it at least once so i suspect losing 2nd isn't quite as bad as, say, losing Gran 2nd. The shorter distance helps i suppose.
Not sure i can say anything very helpful here, I thought the map was quite fun

If i have a criticism it's only that last doesn't have anything immediately unique and interesting about it. Mid is awesome, forward is pretty interesting to attack and defend, last is just... kinda there. It's not
bad, it's just not really cool like the rest of the points >.>
and another thing - you can capture forward without clearing its area. I'm not sure how else to put this. Blands spire is hard to reach and easily spammable so you have to make sure no enemies remain in the area in order to successfully cap it. One person remaining in the gran house can make your life difficult—or, if your team is coming through, will be forced to retreat. Pushing into this forward doesn't force your enemies to retreat. The area can remain contested even after the point is captured, which could potentially lead to stalemates. again, this didn't really happen in our test, but all the points at which the game slowed down quite a lot were when one team was trying to hold forward. the chokey entrances from mid didn't help much either.
hopefully this makes sense... i'm not saying change it, just a thing to think about (and one that might be different anyway once you make your planned changes to chokes & transitions)