Dodge, etc
I think you'd agree with me that all of these options, as scout, are a little more difficult in a constrained space where you can't double jump without hitting a wall or ceiling. The areas are so tight a soldier could aim blindfolded, and still splash you.
Seriously, if I'm in an enemy base as a scout, I just turn back if there's an enemy in a hallway and take another.
Scout's strong point, but missing the point. All of 2fort's rooms and halls are relatively small. Can you still do the D's you mentioned? Of course. Is it much more difficult to do so? My point. When you run into defense, and you will run into defense, you will need to start pumping out those D's to get past or to get away to try another route - and you have less room to do it in.
Compare flag room of 2fort to the open one in Turbine. Compare the two Turbine hallway sizes to the 2fort paths I mentioned above (never mind that 2fort's fd to fr path is twice as long). Assume some defense in each path - no easy bypass routes. Which would you rather play scout in? Basically, compare the cramped 2fort base design to the base design on *every* Valve TF2 map and most 3rd party maps and you'll quickly see that TF2 maps are more open to allow space for the classes to properly do all the D's you mentioned. 2fort's cramped design is because it is an ancient, outdated map that's become both their flagship and their albatross.
I'm not picking on scout or saying he sucks, I was just trying to point out a map design issue that constrains his best ability, the double jump.
(And I'm not saying every map should be a wide open airy wonderland, I'm just trying to point out that the openness of map design on CTF maps directly affects the balance between "too easy to D" and "too hard to D" - and 2fort's design is too easy to D.)