One of my favorite maps is on its way out in the competitive community. It was voted out this season and if we can't fix the aspects that prevent favorable competitive play it will probably fall into the ranks of cp_well in forgotten competitive maps :[ I have talked to mangycarface about it, and he doesn't have time to work on it, but doesn't mind if someone decompiles the map and fixes a couple things. He will probably implement your changes in the next release of yukon.
I helped make yyler's koth_pro_viaduct which was also once on its way out of the competitive community, and I'm hoping we can see cp_yukon next season make a return. However, there have been several unsuccessful attempts to make "pro" editions of maps, most notably pro_well, pro_fastlane and pro_turbine. The key to making a successful "pro" version of a map is to keep the map looking, feeling, and playing the same while ONLY fixing the things players complain about. Not to add, any new path ways, choke points, doodads or areas. On yukon the changes this mostly pertains last area and a very small fix to the second control point. A map prevents enjoyable competitive play when it becomes too easy to defend a capture point. This mostly pertains to last, but also to second point as well. The second point is an easy fix by just making the control point/house a bit bigger so that a player can hide inside the house while it caps, without being hit by spam from either side of the 2nd cp area, forcing someone to jump on the house or run at the control point to stop a capture. Last will be a little bit trickier and take some more time and effort, but I have something in particular in mind that's hard to explain but competitive players will fall in love once they see it.
Talk to me http://steamcommunity.com/id/exhaze