So first, for me the worst base spawn is on discarded or even manifest, globally i think you need to cut some open field and then the map should appear more detailed. As i saw on the answers the all cap is a situation where its very difficult to comeback into the fight in every FPS so for me its not a good question.
About the balance between vehicles and infantry i think there is currently absolutely no balance because of the class system, in fact with class system people who want to play with an AR for example are obligated to have stuff for destruction like the m5 recoiless and with this system there is more balance between infantry and vehicles, for sure its not the only factor, buff the jet could be a good idea because its the most important ennemy of vehicles in battlefield. Finally the bold need to see his pace down and the little bird should have to choice between 25 mm or missiles, not both; there are so many easy way to balance the game and improve experience. Also I’ve played breakthrough in 64 and 128 player and as you think the better expérience is in 64 players, 128 players is really too much for small zones like in breakthrough.
Next for the line of sight as you call, i think breakaway and hourglass are the worst for this there is so many snipers who see all the open field, an other example is the top of the point C and E on Renewal, i cant take the road without receive a sniper bullet across the map. Its Also the case on discarded.
For the cover i think breakaway and hourglass are the worst and in this map i think you need to re structure the map keeping all the good assets like the stadium and organize them in a very smallest zone wihtout desert for hourglass for example. Globally i think add cover its not the biggest problem you just have to cut useless open field and the lack of cover will not make too much problems.
Next for the paths, in my opinion the best way to link the points between them is with natural corridors. The BF1 system with trench was perfect players were guided into the map and ennemy team could anticipate flanks. For this natural corridors i think to futuristic tunnels as you can see just searching futuristic tunnels desing on google.
These tunnels could for example link the point E and C between them with the athmosphere of this map (very ecological, Green…). Elif I think collapsed buildings could change the dynamic of the map making some paths impassable and give some other options to move into the map like travel the thrash of the building, it also can add cover in some areas and reinforce this post apocalyptic side of the game that we stil haven’t see. Finally subterreans creation could be pretty interesting as we saw on orbital (which is the best map for a big part of the community) they create dynamic between points and protect infantry for any vehicles. What do you think about an entire underground network on hourglass who can link building between them, and actually for me only renewal manifest and orbital had some good paths.
And for sure I think you need to keep jet in kaléidoscope and as i said previously, buff them, other solution is make kaléidoscope a full infantry map with transport vehicles and only TRANSPORT (these vehicles could be a big money maker if you create good skins for vehicles what players can drop in front of them)
I have some questions
What about Server browser, XP and portal, the road map for the next content, the portal map in all out warfare, BORIS and the absolute garbage specialists voiceline?