Some GP issues I see:
Supply Caravan yields +2 and its conceivable blue doesn't have even have to deploy there to grab that bonus first turn. Use the 5 auto from courtyard to take out 3 neutrals and he already has it. Additionally, Quarter 3 attacks directly to Ammo Depot which then has the ability to attack all three towers. I need to take 8 neutrals total to get a +3 (not including the additional +1 from Bay Tower, which can be assaulted directly from Castle starting position). If I drop all 5 on Quarter 3 to start with 10, and use the 5 auto's from Courtyard and Castle, I could, with below average dice, take +6 after one turn (20 starting troops vs. 13 neutrals).
Meanwhile, red has to go through 12 total neutrals for a +3 for the ship bonuses (each with separate attack routes, instead of a centralized attack point like Ammo Depot), and an additional 12 neutrals to get +6 for artillery (with two separate attack routes). Blue then takes advantage of his 11 drop second turn and parks a couple of stacks on red's artillery, or moves further and takes 5th and 6th, sealing off that bonus from red. That's pretty much the game right there. Red is focused on defending his base camps and can't even attempt to go for his own bonuses via the ships.
I think the problem is solved with increasing the neutrals on Ammo Depot to at least a 5, and also increasing the neutral on either Supply Caravan or Market to make it more difficult to grab Supply Caravan too easily first turn, at least make blue think about deploying some troops there.
The ship bonuses all look pretty even.
Also, I would move the Balloon attack route from 3rd to 1st, or even to Camp 1. Red has one more n1 to go thru to get Balloon than blue does to get Assassin Guild. The Balloon is also significantly less protected than Assassin Guild is. You will probably need to make Assassin Guild harder to grab for blue, or make Balloon easier to grab (and defend) for red.