Greetings!
I am the author of dr_castle_steveh.
The map has been at version 2c for some time, now. One of the changes I made was to put massive clip brushes above all of Death's walls. One server operator was using a plugin that made engineers teleport forwards a few spaces when they attempted to build a sentry, so they were able to bypass the trigger_hurt brushes on top of the wall and go straight to the end of the map.
I'm not sure what kind of bunny hopping thing is going on, on your servers, but from what I've read here it sounds a bit more powerful than other bunny hopping modifications I've encountered. If you update the map to version 2c, then you won't have any problems with players skipping the whole map anymore. And you'll benefit from all the cool additions I've made since version 2, like some new minigames.
http://tf2.gamebanana.com/maps/180295
You could put a config file for the map on your game server that either modifies, or disables the bunny hopping for this map. Given that bunny hopping plugins are incorporated to provide players with variety, adjusting settings on a per-map basis to make the map a bit more challenging would be in line with that goal.
With regards to
dr_dungeon_beta - BONNOR seems to have used decompilation protection in his Deathrun maps, so I can't find out what's causing the problem. But I can tell you that on the server I frequent, we don't have that problem, and we even have player pushing disabled. I think there is a trigger_push in that tunnel to help the boulder, but it might be affecting your clients somehow. The Game Banana page for the map is here:
http://tf2.gamebanana.com/maps/182471. I know he would value your feedback.
Thanks for hosting my map. If you need any help, please contact me.