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The team-only elevator really wouldn't help - it would narrow down the escape options for Intel carriers to the stairs, and they'd ALWAYS take the vent into the sewers.
Also, TF2 is rather buggy due to its engine's age, and I can see people getting stuck in the elevator once in a blue moon.
Instead, I think the author should bring back the team spawn room down in the Intel area - I know the current 2Fort has a Resupply Cabinet, but in TFC it was actually a spawn room, too - which made encounters in the Intel area more common.
Mostly it would just even out things for the defending players - which, as the OP said, are slightly underpowered in this current version of the revamp.
You mentioned the water-ramps in the front-page, so I figured I'd dig out two older attempts from previous versions (A3 and B2) since you can't see them anymore in the forum threads. (Apparently Steam does NOT want to make it easy to upload old screenshots, huh.)
http://imgur.com/a/vGPFm
IIRC the first was too cramped and the second just didn't look right no matter what I did.
Yeah, unfortunately 2Fort is already pretty compact, so there's only so much I can "mine" from the walls before it bumps into another part of itself. ("Could you hold your ribcage open a bit? I can't seem...")
As Kapanyo says, elevators are often glitchy/exploitable in many ways, and I expect that's why the official maps use ramps and stairs a lot more.
If attackers cannot use the quick-chute, then you get the old "I can see everything from one spot" bottleneck by the defender's main spawn. Granted, it's a lot harder to place a single turret to cover it all due to new obstacles, but...