I apologize for putting on a non-sequential hill variant on here earlier. Anyway, I think this map has a lot of potential for KoTH and a lot of potential in general that isn't being realized quite yet.
Regarding hill placement, I think all three hill locations should be reevaluated. You shouldn't be able to hold a hill without also locking down other positions with sightlines over to that hill, and that is not a problem on this map. Teams should also be forced to move and set up at different locations, using various parts of the map in different ways to control each hill. Again, that isn't really a problem on here. However, your alpha and bravo hills were deathtraps and your charlie hill was far removed from the action (the entire area surrounding the shotgun and charlie hill seems a bit oversized and underutilized, both in hill and in other modes). You may find that geometry changes are necessary in addition to movement of hill locations in order to get the most out of KoTH on the map.
Outside of hill, I do think that ball is very strong on this map. I do think that looking into how intuitive the deathpit and surrounding routes appear as a player would be worth your time. I also think that reevaluating the placement of some of the weapons on the map would be a good idea. Currently, the shotgun is in an under-trafficked area, and in general might not be the best choice for the map. You already have a sword for close range encounters (I think the sword's placement is great), so the shotgun seems unnecessary. You might want to consider replacing it with a brute shot, but having that weapon placed in a more intuitive, more highly-trafficked location. The sniper's placement is also awkward. I didn't even know where it spawned until I looked around the map in forge, which tells me that its placement is not intuitive (unless I'm actually an idiot). It's good that players must move to gain a powerful position once attaining the sniper, but its placement in an exterior corner, at the bottom of the map, right under the sword just doesn't make much sense.
Anyway, with a few tweaks to weapons, objectives, and map geometry, I think Solar will be a really fantastic map and one of the better asyms I've seen in quite a while. I've asked some of the other guys we played with today to come drop their own feedback in this thread, so hopefully you find it useful.