Realistically there won't be any huge/drastic changes to any of the maps and to be honest I think 128 players was too big of a step especially when working with a new engine and 64 player should've just been improved upon or the playercount should not have been increased too much since in the game it is almost impossible to flank and the firefights on objectives feel very brute force and without any real teamwork. In regards to the maps they do look really good despite the lack of apocalyptic/war cosmetic destruction on the maps(which is a shame when you look at the concept art). Mechanically however, they have very little cover in wide open areas which makes pushing objectives frustrating and the map layout is unbalanced in terms of areas where there are vehicles and areas where there can only be infantry, thus making vehicles overwhelming to infantry most of the time if not all the time in some maps. I think making some of the old maps on portal available on regular playlists will help with this problem but there needs to overall be a somewhat big change in maps for there to be balance. I feel there was a need to just make the maps bigger for the sake of being bigger because of the 128 player count and stretched out capture points just made the maps in most parts feel too spread out, for example looking at Kaleidoscope on paper before the game came out made if feel like it was going to be similar to Dawnbreaker, which is a good example of map balance between infantry and vehicle, but that was not the case since most of the map is filled with flat space. A good solution would be to have different sized buildings scattered around areas that are too flat and too hard to push objectives from and also putting more cover in and around the objectives themselves. I would say a map with decent balance would be Manifest, yet when I play I still don't have the feeling of a real Battlefield and I am aware that a lot of the dice/ripple effect team is new but I would look back to the older fan favorite maps and get inspiration/formula from those older maps. Despite the possible map fixes it comes down to the feeling of teamwork(although not truly present in most Battlefields anyway) it's more about the balance in the class system, which is not there with the specialists, that are not only mechanically bad in this game due to the fact that anyone can pick any supplies or gadget not locked to the specialist, but also annoying and just out of place(except for maybe 2 or 3). The specialists do not feel like soldiers at all and just take away from the whole setting of the game(which is a great setting and good story) but the specialists should just be soldiers, not characters. It's fine for them to be cosmetically different(without exaggerting outfits)since it feels really out of place seeing 10 of the same character running around. I feel Battlefield 5 did a good job with providing unique outifts that make sense in the enviromment that the game is set in for the soldiers but the class system was unaltered. Overall, No man's sky is a good example of a real comeback that is possible with continued support for a game, and although most likely the initial possible playercount will not return, the loyal fanbase will always comeback because a lot of people still love the concept of Battlefield as a game since it is so unique in the gaming industry. I hope there's improvements and I hope support isn't given up too soon despite the decline of playercount because I still think this game has a lot of potential especially with portal but unfortunately it all depends on the amount of resources and time that the publisher and developers are willing to spend.