IMO, it's impossible to have a foolproof human base at the default location on ATCS. The mindset that the default setup imprints on the human team is deeply flawed from the start.
The room is too big to be covered completely so inevitably you end up sharing half of it with the aliens. Even 2 thirds, because eventually they WILL start coming in through both the side corridor and the main entrance and will own the opposing ledge as well as downstairs. The humans need to go back to their ledge all the time for the medi and armory, and they need to do so painfully slow, through the side ramp, while most aliens can jump right over. Eventually humans fall back more and more as the aliens pound in. In such a wide space turrets will fall and won't be replaced/repaired fast enough if the alien team is half decent and when SD sets it's just a matter of time. It's a doomed strategy from he start.
It seems to me it makes a lot more sense to control the passage points. The side corridor can be held very well with a couple of turrets and human defenders. The courtyard entrance is also small enough to be defended well.
An interesting human strategy for ATCS IMHO is splitting in two bases, each with its own armory, medistation, telenode and repeater. Give the courtyard entrance 3 turrets because it's wider, and the corridor two turrets. The courtyard defence camp can be set up very early in stage 1, starting with the turrets. The corridor advance camp can also be set close to the default room in S1 (hold the first bend and put the armory/node/medi in the far ledge stalls). Once S2 comes and you get repeaters you should start pushing down the corridor: first a repeater, then move the turrets one a a time, then the support structures. If humans have armory and medi within short distance at all times and have turret support as well they can entertain the aliens very very well. So basically keep pushing until you reach the alien room entrance, while the courtyard team holds the entrance for everything they've got. No need to move the RC either so no dangerous downtimes.

Of course, there are weak points to this strategy as well. If an alien makes it past either defence it will be able to attack either team from behind, so there should be at least one human hanging back between camps for such a case.
And there's nothing in theory preventing aliens from forming an advanced camp in the corridor as well, but it seems to me that humans are better suited for this kind of tactics; by their nature, aliens need to fall back and stay back in order to regenerate, while humans have the medikit and can only step around the corner for a few seconds to the medistation and come right back (with a fresh supply of ammo too).
Another variant is to move the entire base in the corridor. Since you don't need to duplicate armory and medistation you get 3 more turrets and you can hold both directions. But this would be somewhat slower and would tend to give the humans the same defeatist/stay put/feel safe mindset that leads to their doom.
And my setup also has another fatal flaw: it leaves the courtyard free for the aliens to roam, and they will like it a lot. They will take over the roof of the middle structure and you do NOT want an alien stronghold there. So the courtyard entrance human camp should not be merely defending buth also patrolling the courtyard and at least actively dispute it with the aliens at all times if not control it. One jetting human should be able to prevent or at least severely curtail alien nesting.
Which brings us the main point: static human bases are doomed from the start. No matter how hard you try to find "perfect" spots on various maps, there's no such thing unless you talk about 5 minutes time. Even if it's a high spot with easy access to all the parts of the map, it still means humans need to move back and forth too much. The biggest human enemy is the mindset that says "stand back and defend".