Most of the time during a robbery, cops will take control of first instantly, because there's no point in playing there as a rebel. The cop on first will then proceed to be useless the rest of the fight. Unreachable gets a bullet in the head every single time which is shit design, there shouldn't be a ladder-only position with a 100% lethal rate. Lighthouse is pretty underutilized; on one hand, it's, in my opinion, one of the best positions for attacking the current bank; on the other hand, most cops don't even touch it. I think incentivizing cops to go up there is a step in the right direction. If it is too oppressive in practice for a rebel to start the robbery from up there, adding an extra building which blocks the view from lighthouse towards the back of the side building is probably the balancing move. I'll address bank slamming in a bit.
I don't understand how this can even be of concern. Not only did they just promote ~10 constables -> corporal in the past 4 months, but constables can't win the current bank without access to armor. If there's no SWAT on against a group of 4-6+, you're fucked. Not only that, but I think that my bank actually makes it even more winnable for constables, with very clear and powerful attacking positions to take control of that apply real pressure on the defending party.
I also encourage you to think about the bank being pushed WITH armor and smoke. Especially when adjusting the design to make it doable without such tools and keeping it balanced for both factions. It is really, really hard to find a middle ground and I think this does it pretty well, or at least better than our current iteration. In the current iteration, there is 0 cover around the bank building itself. Even if you live in your hatchback, you can't even get to the point where you can foot push the bank because the roof sees literally everything around the bank building, and it's all open field to the bank/side building from cover in a 50m radius, even more in most spots.
I personally think first ATM is a huge noob trap and doesn't serve any purpose in the current bank. No rebel plays up there, the cop that inevitably ends up there never does anything. First ATM incentivizes a 2017 playstyle that people have adapted to and work around rather than contesting. Arma 3 is not a first-person shooter, you need to be ACTIVELY pressuring someone to peek/move or you won't make any progress. Even when people do peek, first ATM is just way too far and way too slow to capitalize on it. That position needs to be moved closer to apply any real pressure, but you can't do that without providing rebels with yet another bank roof to sit on, which is the entire reason for the redesign in the first place.
We're kind of at the point in this game with federal events where you need to play for the objective to force rebels to move out of super fortified positions, and I'm trying to incentivize that by adding positions closer to the bank with tighter angles that are more difficult to dislodge but super rewarding to control.
As of now, first ATM feels like an excuse of a position. It's braindead easy to take and provides no actual pressure on the objective. It doesn't even have a shot on the vault room. Especially in this design, with how weak the bank roof position will be when cops reach the back of the bank, first ATM just sucks.
TL;DR: I think the issue with the current bank is the outdated playstyle that the layout encourages, so I designed a bank with tighter-knit buildings that provide more powerful positions from rooftops that are accessible from multiple avenues on foot (no ladders except lighthouse).