Rush & Breakthrough feel stale, not enough vehicles and flanking space
Both modes are basically just tanks for attackers, there are no large scale vehicle battles happening. Add tanks for defenders and transport (heli, quad etc) for attackers as a counter. We used to have helicopters and jets in Rush to help when infantry is stuck. Comparing Operation Firestorm BF3 Rush to BF6 Rush (both have the same player count) is a huge downgrade. It's fine for Cairo to only have 1 tank for attackers similar to how Seine Crossing has it, but on huge vehicle maps the lack of vehicles is frustrating and leads to one-dimensional rounds.
The way vehicles are now, both modes are pretty stale. Every round defenders have to deal with 1-2 tanks while attackers repair them and rush as infantry. There is no rock-paper-scissors balance in these modes, they both feel like small scale infantry warfare, even on the big maps. If a map has jets in Conquest, it should have jets in Rush & Breakthrough, nobody should be forced out of linear modes just because they like vehicles. The depth a Caspian Border Rush round had in BF3 with jeeps, tanks, helis, jets and infantry all battling through a vast open area that allowed for many flanks and routes to cover is incomparable to the stale one-dimensional experience in Battlefield 6. And that isn't only compared to BF6 Rush, it's not better in Breakthrough either.
It's fine if you want to give attackers an advantage with a tank to break through more easily, but instead of doing 1-2 tanks for attackers vs 0 for defenders, give defenders at least a chance to overcome the handicap. If 1 defending tank beats both attacking tanks, defenders deserve to win that match. Also, increase tickets, especially for the 32 player maps. I've had rounds end in 3-4 minutes, 32 player Rush should always be 100 tickets as they burn 33% faster given there are 33% more players than on 24 player maps which use 75 tickets.