This one's got some severe balance issues. Even disregarding infiltrators being hard to track down, the fact that there's no objective to go for just rewards turtling, which is a problem when you have a server full of dead people waiting to play.

Admittedly, normal arena games reward healers sharply, just because it keeps your players alive longer, and a superburst can contest the CP. AAM all but mandates a healer, since without something to force players to contest/defend, anyone who's wounded can just run around the entire map (this works better on some maps than others) and wait for healer-senpai to notice them. If your team doesn't have a healer, then you just lose, because you have to attack the other team and risk damage each time you want to get closer to winning, and they are under no such obligation (and when they do attack, it's with a superburst).

Overweight has much the same problem as healer. Although he can't regenerate or heal on-demand, any time he has a sandvich and no one's attacking him is time he gets to full heal, and since he doesn't have to risk health attacking a CP, he can just park himself where the other team has to attack him at a disadvantage and wear them down with raw firepower.

Removing the CP, even if the enemy is given a radar after the CP would normally unlock, still favors the hell out of infiltrators. Much like with the other examples, infiltrators don't have incentive to contest a CP, and they're already masters at engaging an enemy when they feel like. For dime-a-dozen failspies, this isn't a huge problem, they'll usually just wave their knife around and die. For professional infiltrators, it's a pretty hefty advantage, since you're guaranteed two free hits on average if the enemy doesn't know you're there. The worst case is glorified spectators who do literally nothing but run and hide, since even with a radar a full screen of level is still a lot of places to hide, and having no objective makes these much more common and frustrating.
All of these problems wouldn't be a big deal if it wasn't for the main problem in that while players do optimal play of turtling (or suboptimal but highly defensive in the last case), there's an entire server of dead players waiting and goading for someone, anyone to die, even if it's their own team, because that means it'll be over faster. Last time I used this plugin, the first two rounds took three quarters of the full match time.