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1- Created a new route in B (http://imgur.com/a/iW9p0#0). The bombsite can now be approached from different angles without crossing mid, which is accessible from B. Rotations for Ts will improve. CT's rotate from spawn in 10-12seconds (look cover spots above), while Ts will rotate from middle B to upper A taking the stairs in 14 seconds, while rotating from mid A takes even less.
2- Moved T spawnpoints forward to balance encounters. These are the current times:
A up: 8s T, 6s CT
A down: 10s T, 8s CT
A mid: 8-9s CT
B main: 10s T, rails 7-8s CT
Mid B: 8s T, tunnel 8s CT
New mid route (breakable wood): 12s CT, 8-9s T
About the other arguments you've raised:
-You can kill the CT in spawn by aiming from different angles (on the orange wheelcart, close to the fence, boosting over the wood...). Despite it is possible, it was not intended to make it easy for Ts to rush middle, it is just open enough for Ts to control reinforcements.
The same applies for the CT in rails looking main B (ramp), as a T you can kill him from the inside of main ramp or going outside, that can give you an advantage. Look for the smoking guide I made if you prefer to smoke him. Also, once Ts are on the bombspot, CTs lose the advantage as the angle is lost past the train so they have to uncover themselves (move over catwalk, stay within a narrow tunnel).
- The commitment to one bombsite is true to some extend, despite it will be lesser with the new route. Despite that, it is something pretty common in many maps like de_mirage, where you have to risk a lot in middle to rotate or take a very long route from base.
In that regard playing smart with reinforcements in middle @rails may be interesting, not just when faking but even attacking, the faster (but riskier) route both for Ts and CTs is in middle, while the safer ones take more time.
The same way you may distract some CTs to kill reinforcements when attacking, you can do to achieve some boosts in both sites (windows @A or breakable wood @B).
-Once the bomb is planted there are some spots meant to work as holding areas for Ts: http://imgur.com/a/iW9p0#3 Where you stay and where you aim depends on how the round is being played, but you can obviously see there are some easy to control spots there with few angles.
Bombsite A is meant to be harder to plant but easier for frags (wider, different heights...), so it is usually more played when no strategy is involved. Bombsite B on the other side is easier to plant (once you get behind the train they've gotta uncover) but has harder angles to work with, so requires a bit more of teamplay (CTs can control with more ease the entrances with an awp).