I see by the calendar that the playtest was fully two weeks ago now, so things have probably changed, so here are some thoughts that may or may not still be relevant:
Bombsite A feels claustrophobic, and more so as you get closer to the target. There are a lot of obstacles to movement around, and not a lot of free space to move in. I don't see the servers or columns disappearing, but the servers could be slimmed down a bit, and the space between themselves and around the columns could be expanded a little to make navigation easier. The fences I think exacerbate the problem, because they restrict your movement from certain areas, but also don't give you any kind of cover. For the L-shaped fence between the two ground-level doors, this seems like a natural area to be able to take cover if the fence were removed and some hard cover were put between the column and the near wall. The fence behind the target is tough, because it traps you away from the wall, so that you can easily be shot at from above if someone happens to be there.
It's difficult to guess where exactly you'll be able to plant here; the target is very small, and there's no visual cue as to where the target is.
The back way into the site for the CTs feels very useless. You have to run for a ways without any kind of cover, then either turn around and go up this long flight of stairs, or run even further with only cover from above to get out in the open where you can start to approach the target from the T side. A more direct route from CT spawn to the second level at B would probably make a big difference here.
The large step (planter?) leading up into the black-carpeted meeting room from the green-carpeted walkway on the T side is uncomfortable. The jump from the carpet through the window is just barely doable; the result is that the large step actually slows you down compared to jumping through the window to the right of it, because it's difficult to clear the depth of the step and still hit the window high enough to go through (usually, you'll have to jump twice to go through). If the idea is that you need to use the step to get through, the bottom of the window frame needs to be raised; otherwise, the step should probably be raised some so that you can walk through the window from it without jumping again. The black-edged thing (planter?) on the CT side presents a similar problem, with the added problem that the inability to walk over it severely restricts your movement here, even if you have no interest in going through the window.
The green counter can be difficult to get over, because of the slope on the backside above the grey part. A steep slope is impossible to walk over, even if it's low enough to be a step.
The movable office chairs here and throughout the level are a navigation hazard as well. The high-backed black chair right next to the target is the worst, but the chairs around the conference table also present a problem that will affect gameplay.
The movement for the CTs behind and through the middle seems difficult; the biggest problem here is that they have no easy access to the grey Z-room the goes into A on the lower level, and there is no other ingress into A from the CT side (other than the upper-level entrance). If you're in CT spawn or B, entering A from the ground floor means going out into the middle and down a very long flight of stairs (or jumping for a lot of damage). Otherwise, the only option for getting into A is the upper-level entrance from CT spawn, which is very exposed due to the transparent floor there. There are probably quite a few ways to deal with this; the entrance into A from CT spawn could be split to open on the catwalk in two separate places, an entrance directly from CT spawn to the lower level of A could be added, an easier way down from the upper level of the middle to the area between the two entrances to A could be added, a way from CT spawn into the second level of the room with the stones and water could be added.
"When you mess up, it makes me feel better about me." -- Vince Masuka