I think the map is a tad too much defensive biaised, so even a minor stacked team on defense would hold the attackers at first spawn easily, I would make the way from spawn to EV (very first portion) more linear vertically wise but also with more cover, so even if the defense have some great sports (they have the higher grounds at start very quickly), at least attack can still cover and try some pushes.
once the bridge is passed by EV then the map become more “easy” for attackers, the chapel itself should be resized to be bigger end only 2 entrances for attackers, now it is just a spamfest into tiny spaces and it add nothing to the map sadly, while it should be one of a keypoint in it. I want to see actual combat going in the church, not just “rush in, plop some nades and rush for obj, get it or dye trying, rince and repeat”, another solution would be that the defenders should be able to defend in front of the church, with some cover added, and not be forced to defend inside, this way you can focus the combat in front / a bit in the church and keep the objectives inside, it might be too hard for the attackers I dont know, this need to be tested, if the first phase become less defense biased the general flow of the maps can still be good, I feel like this map can lend to many double full hold in comp, and full hold at spawn in pub, and noone want that.
The third part is my favourite with the elevator thingy, although it is freakingly slow its the part of the map where actual good fights occur IMO, many cover with a mix of cqc and still some room for long distance domination by both teams, I like it.
Final part is (to me) just a total carnage where no solid defense can be set because the obj and the delivery point are too close together, it’s just chaos and spam all the way because the whole players are battling in a really tiny space with a lot of covers, so random nades / airstrikes can weep out the whole enemy team in one or two lucky blows.
Well to me this is the least balanced map of all, and the flow seems kinda broken, well, maybe not broken but its easily broken by a little unbalance in the teams, and to me that shows that many things are still wrong.