Megaboosts are super-situational. You can somewhat predict where players would want to abuse them, therefore design to potentially prevent them. Or make them somewhat a feature, so they are predictable, like Overpass T-spawn, when it was a novelty every highlight video would feature the T stacking up and sniping the CT coming on B balcony... now the highlights are more likely to feature CT flicking the cheeky boosters.
What I mean is that you will hardly get into a situation where players will want to commit almost the entire team to a boost in -say- mid, unless you make it very convenient for them to do so. That to me highlights a fault in the map.
These are such edge cases that I think any sane mapper will want to account for only when extensive playtest highlights them as a problem (ore vice versa a cool thing to implement). Let's be real, the chance of our maps being [added to rotation and] played by thousands of players is so slim that you want to focus on what makes a map fun and solid.