I'll give a brief summary of what I know that gives + points that have tactical value.
CH
A: 2 walls pictured above
C: 3 walls (2 west side in same room as the door mentioned later, one east), one western door
E: 1 eastern middle wall? (used to be 2 and a door)
G: 2 walls (nw and east 1st floor) and something else close to one of them that gives +2 never been able to figure out what, but 1 satchel blows up 2 things.
RO:
A: West A door, 2 Doors on east A
B: Objective can be destroyed
D: SE 2 Garage doors of the point
E: 2 doors east/west side
F: 1 door, Railcars seem to be important to cap objective quicker
G: 2 garage doors and 2 regular doors between G and F.
Pavlov:
B: Door by West stairs facing D is worth +5, A few other things around the point with no tactical value are worth points.
D: Door by east stairs facing A is worth +5
FF:
Nothing really worth destroying (outside of satcheling tanks) as your gonna want every scrap of cover you can get.
Teamates:
10 second timers mean even after 3 warnings you will invariable tk someone as 80% of the player base will star perplexed at a satchel rather than run.
Enemies:
A satchel can often kill enemies through thin to medium sized stone walls (like white ones on CH). Also satchels can be place where you know the enemy will advance soon, sadly teammates will still get killed.
The real problem imo is not finding out when and where to use satchels, but to use them in ways that avoid tks. 75% of situations where you could use a satchel are stopped by the fact that you would tk someone. If you use 15 satchels in a round its really easy to get 3 tks and get kicked.