I have been around since about 2001, I have participated at lans such as qcon. Ive played rtcw, et, css, etqw, all competitively. I am sure most of the people here have similar backgrounds. These are only my views on the current state of the game and issues that need to be address.
Lets start on maps,
For starters I understand what this echo stuff is supposed to do, but I think its logic is flawed. For example, you guys state that moving spawns further back and increasing time has spread out the kills more. Of course it has, it takes people longer to get to the objectives and forces defense to push out further if they want kills. Also you are basing this off of pubs, if you want to build a pub game, cool. But organized rushing would not highlight the same regions as what you are balancing for.
Maps are too open for 5v5. Water loo is probably the best map up until the final objective. There are too many vantage points to cover, you need choke points which this final objective has none. Enemies can shoot you from the side walkway, the upper window (across from pda), the lower stairs (below upper window), the tunnel stairs, the main entrance. How can you cover that effectively with 5 guys? Look at the objectives, there is no comfortable way to build a defense around this. In other games like et/rtcw you could have one guy at a choke point hold the team long enough to at least get someone to shift. In DB it takes so long to kill someone that he would get mowed over if he got rushed more times than not. Guarding the PDA they can come from middle escalator, back stairs, right escalator, or side walkway again with 5 guys. Not to mention that the entire front of the PDA is exposed to all 4-5 of the other vantage points in the main room. You need to be able to setup on defense and have crossfires, the way this plays now you need to shift constantly and it just feels chaotic.
White chapel,
Phase 1 I think is fine, but this is mostly do to the ev having to go mid. You always know that the team is coming this way. This is what non EV maps are missing from the designs. You have no idea where the enemy is coming from. Fine for pub, not for comp. Phase 2 inside the church, wth are you supposed to do here? You have cutouts you can hide in but have no support with team. They can again attach from top right, top middle, front entrance or get around and flank you. You seem to be compensating for this buy giving more objectives to carry? Other games like et were fine with a single objective, this maybe is hinting a problem no?
I could go on analyzing maps but the main message I am trying to convey is you need to give people choke points to defend. You should break defenses with proper nades and coordinated rushes that forces people from shifting, not because they are spread so thin that they cant shift at all.
Also it takes too long to kill people, I have never played a game where you can sneak up behind 3 people and not be able to kill them all. This is just silly.

Yes I agree, its hard to design for comp atm. My concern is going too far into balancing for pub that its hard to come back.