For the spawn distance, i'd say manifest. Also it feels a bit like US can reach B before RU, and B is kinda the "main" objective of the map.
maybe also the distance between D1 and the other objectives on Hourglass. It feels too long and risky to move from D1 to B, C or E (because there's nothing to do if someone spots you).*
Kaleidoscope is fine, this symmetrical design really work imo because both teams are even. It being the smallest map it isn't too affected by distance, but it has other issues.
Orbital is definitely the most annoying to play when you spawn. Both sides are just too far away for no reason. Vehicles are fine tho, so maybe you should just make the infantry spawn closer but leave the vehicles as is ??
Breakaway: i feel like it's a bit better now that people know how to play this map. It's a very interesting map but it has such a weird flow with the US side of the map. It's overhaul very difficult to attack but i think a lot of people figured out that you need to capture E1. I really think there should be a way to get from C1/A1 to E1 on foot, kinda like how you can take a zipline from F1. Also perhaps there should be a C2, between E1 and C1, could help use this side of the map which is just empty.
Renewal is fine in my opinion. I think the tunnels underground at D is a fantastic idea, but why is it not used more ? I could definitely see this used to get below the wall, could create some really interesting gameplay opportunities. Same as the kaleidoscope tunnel, it should be moved to make it more interesting, maybe closer to objectives so people actually use it and not one vehicle every ten games.
this is obviously a very subjective opinion, but i hope this helps. Feel free to disagree