I definitely see the comparisons to Gravelpit. I thought the feeling of looking up and seeing the CP was a cool one and I wanted to duplicate that.
I think I'll move the ammo/health or reduce the amount available right there for starters. My approach thus far has been to limit peoples' ability to get into the point via the front instead of opening it up. The opening at the front of the CP building was mainly for demoman grenades to take out defensive positions, and occasionally, if the enemy is oblivious, a rocket/grenade-jump cap.
I didn't want it to be too open because then the main method of cap would be rocket/sticky-jumping. That's why I added the two walls on the front of the CP - in previous tests, people would only cap this way when they're really meant to go up the sides, but it's not clear that this is what I intended, obviously.
It is possible to reach the window with a single rocket, either from the ledge or from the floor, but I guess it's a bit too hard for most people to do.
Another thing I intended was for the attackers to work together on establishing a forward base in the big orange building near CP B. I'd be interested to see how games go if the attackers work together to get a sentry up and some teleporters in there. I'd imagine if the map gets more play time, the sort of strategies now present on dustbowl would start to show up.
I think I'm going to consider putting a one-way door at the top exit (visible in this picture on the right) of what I've coined the "Big Building". It would really encourage the defense to hold the location better and also encourage the offense to build there.
One of the biggest problems with this, and any other similar map, is the fact that the defenders can easily jump down to the lower levels and wreak havoc on them without sacrificing much health. I may have to raise the attackers' initial position for cap B or mimic the whole "moat" feeling that Gravelpit also has.