I just want to get out some thoughts and ideas I got while experiencing the maps so far.
I will use Kaleidoscope as an example, because going over every single map would take too long,
these problems are exemplary for places on the other maps as well.
E1&2 and B1&2 are good control sections, the points are not too far apart and have decent cover around them and between each other.
They are easy to defend and are in favor of the side which has it's spawn nearest to them.
C1 is as valuable as D1 for the winning condition, but is placed in favor of the side having the more direct connection to it.
It practically can not be taken by infantery if there is people actively spawning on it or a vehicle defending it.
The spawning infantery can easily spot any intruder because the space is so open, the same goes for vehicles.
It is just plain dangerous for infantery in general.
Then there is A1&2 directly next to it.
A1 is hard for infantery to approach because the spawns on A1 have good viewing angles over the plaza that surrounds the building.
When under heavier attack A1 becomes almost impossible to defend as there is too much entrance space to the small bottom floor
and too much free space surrounding it, which does not offer many possibilities for switching positions and rotations, when attackers, especially vehicles, approach.
Also the spawns there are easy to camp and get spawnkilled on.
A2 is pretty much a air vehicle only point. Infantery can't defend themselves up there effectively without air support.
Because of this there is little reason to go up there, most of the time you get picked off by a pilot from the enemy team
or no one is attacking it, if your team has the better pilots.
My idea to make both A1&2 and C1 much more fun to play on (the whole map too because of it), would be to consolidate these two somehow.
One zone with two points on which the first one is more near to a bridge and the other near to where C1 is now, for equal reachability for both teams.
Maybe a building like the glass ceiling shopping center on Siege of Shanghai (somehow made to not diminish D1 stylistically) and
a plaza with similar structures and covers to the E and B zones.
D1 has a very cool and iconic building (I think all the maps are iconic looking somehow, props for that),
but it is not filled out as great. The stairs on the "outside" are a main fighting zone, on which the team that is further above has an advantage
and the cellar art installation is the second fighting zone.
This is ok but could be improved by adding more cover to the server floors in the middle of the building or
by merging the floors into one, with two story futuristic server racks a bottom floor with a grid like structure and big stairs, that can shot each other from
the opposite site perhaps.
The insides of the building aside from the art installation are just a bit boring to play in, in my experience.