@Teapot I didn’t really make this clear in the post, but what I intended to describe was that the attackers in pl maps both get a respawn advantage, meaning any trades they get are beneficial for the next push, AND get the advantage of not having anything to lose, besides maybe positioning at some points. This means the worst that can happen if you attack is nothing, just lost time. In 5cp, however, if you attack you can potentially lose your last point and the round.
It is true that the respawn advantages are present in some 5cp maps, though not to the same degree. They are often: 1. only present at last (meaning if you decide to park the bus at any other point, respawn times are dead even) and 2. usually much less than the pl/steel respawn advantages.
This is done for good reason- the main issue being giving “attackers” a sizeable respawn advantage is counterproductive when the “attackers” can simply decide to defend- in 5cp, if a team is up in round points, they may forfeit the opportunity to cap last and instead use their 2 second respawn advantage to defend much easier instead. This is related to the fundamental issue with 5cp in highlander- 5cp is designed to be fast paced, with both teams constantly switching between attacking and defending with very fluid gameplay, while highlander has multiple classes that slow down the game and encourage a static playstyle, making this fluid gameplay extremely difficult.