I have some suggestions for the map:
1) Set some kind of an obstacle covering the siege tower at the end of its route or make consistently hitting it much more difficult. A bunch of players start moving the tower at the start of the round when the rest of the team is stuck on A, C, D points and can't get to the defending team's cata, resulting in tower being smashed really fast. Most of the playerbase knows that moving ram/tower is a good thing, game itself lets you know that it helps the team and gets rewarded with gold, but on this map fast tower deployment is the last thing you need to do, so it kinda stands out of the siege game concept.
2) Catapult on the attacking side seems to have only 1 real purpose - breaking the gates between A and C. I tried to shoot at the walls on E (the tower with ballista and a lower part of it, where the archers usually nest) and managed to break only the couple merlons. This cata looks like it was intended to attack mostly left side of the castle, but this part of it is usually unplayed or has 1 or 2 archers that don't really bother anyone, so there's no need in breaking any walls at that part of the castle. I suggest moving attackers' catapult a bit closer, maybe a bit to the right so I can hit E tower, with a bit of skill E wall, where the lemming jump on the point is usually done, and the G gatehouse. With proper skill it can make the E and F push easier for the attackers, which is important in this sad cavless times.
3)Another unclear purpose of the attackers' cata is sneakily destroying the siege tower, if you manage to get behind enemy lines as a defender. I think this should be the only way to destroy tower when it reached the walls.
4) And yes, I'm still waiting for the poo piles. Maybe even make them interactive to be thrown at them damn khuzait so they have something to eat at last.