So, the current Tracer brawl got me thinking.
Could Hanamura be fixed - if it even needs fixing, which I'm not so convinced about, but I guess most people, Blizzard included, think this way - simply with increasing the point pool to like 40 and making takedowns grant a point?
The main problem with the map seems to be that it's very hard to come back if your carts get delayed too much early game, if that happens, you may not be able to make a come back even with 1 or 2 complete wipes of the enemy team. Very often such comebacks only get to a point of drawing up the score, but then the brick wall of delayed carts kicks in - there simply are no points on the map to grab and the only thing a team can do is wait and try to push. This creates a very long moment of awkwardness when the team making a comeback has to be all over the map, pushing forts if there are any left, delaying carts and clearing camps, while the defenders can pretty much sit back and wait for an opening, since even after several minutes of dominating the game, it still only takes a single mistake for the comebackers to lose the game.
Now, making kills grant points would mean games will end faster, and the possibility of comeback would be much lower than it currently is if a team gave away too many kills early. But it is often the case that a losing team will not even try to contest a cart if they feel they are in no position to fight, and so there are only several kills in the whole game.The issue with that is that you only lose and delay the inevitable if you give up the carts. If there are kill points, giving up a teamfight and pushing a fort or hunting for rotating people would still be a small loss, but the team would stand to gain SOMETHING, even if it's 1 point for the opponent's 4 - right now it's 0 for 4 and your carts get delayed.
But in a scenario where a team gets carts delayed early, but starts taking control of the game later on, those kill points are exactly what is needed to get rid of that moment where there are no points on the map. This also opens up more approaches to the game - it may even be a good plan to hunt for kills and push hard early on, while ignoring the carts, and banking on the XP and kill advantage to carry you through the rest of the game.