In case someone is not aware, the neutral node defenders currently spawn at 1 minute mark. Engineer takes 20 seconds to cap a node, so you'll be able to cap a node (or two) if you get your engineers to start capping within the first 40 seconds of a match. By using your first engineer to assist your base on producing a second engineer and by getting your timing right, it's possible in some maps (on some starting positions) to capture two nodes right at the beginning of a match.
I really dislike this. There's way too much silent knowledge, per map pre-learning, and microing involved rather than just the strategic decision of which node (rad or metal) to cap first. Additionally, as the maps are not exactly symmetric, it might be that in some maps only one of the players is able to cap two nodes, leaving the other player to a significant disadvantage. Even if the maps would be exactly symmetric, a microing mistake could pretty much decide the game within the first minute of a match between equally skilled players! I don't believe this is the kind of gameplay Ashes should thrive for.
Therefore, I believe that creeps for the other nodes directly attached to starting node should only spawn, but spawn instantly, when the player starts capping one of them. This would be get rid of all the issues with the current system and be an simple rule to explain to new players.