-on kaleidoscope (outside of what you've already stated), make use of the a1 building, where it's situated at the moment makes little sense in a gameplay sense and acts as a weird protruding arm to the map, maybe try moving that building next to c1 acting as part of the same objective, the majority of the north of the map is barely used and provides more incentive.
-on every map, they can be instantly improved by moving them to their respective closest objective.
-on breakaway, the damavand peak-style objective on c1 has barely any function, it could use an incentive to use like bf3, maybe a ice cavern below the mountain of that objective that stretches the length of the map with a few rebuildable bridges could encourage players to use this objective as the natural progression through the map whilst still giving vehicles a path forwards, this idea also conforms to the environmental idea of the game and gives opportunities for much needed easter eggs (e.g a Neanderthal partially unfrozen in the cavern). ideally, this objective would become the Russian base, whilst pushing the objectives the either side of it forward, making them the first objectives the Russian side would take first. In all, both bases here need to be *significantly* closer (E1 would make sense for a US base)
-cover on all maps could be easily increased, through the use of foxholes made by artillery, dragons teeth, tank traps, sandbags, preexisting vehicles wreckages, a toppled building (sidenote: a building toppled on it's size but still relatively intact is a good idea for a objective in the future), foliage etc, on kaleidoscope, since it's meant to be the world's biggest data centre, why not have a large generator station or power lines for cover, maps like kaleidoscope, breakaway and hourglass desperately need this with moderate need for cover like this on all maps
i could go on but i think you get an idea