SA_Clearcut:
Destructible Trees are placed too high, due to the re-sizing and placement of the trees. Some areas of the map still have hazardous surfaces that needs to be smoothed out, e.g. triangulated surface geometry, as seen on the bomb crater near the IS base. Also the layout limits the IS from having a clear exit from their base in contrast to the CL Base. The IS has the destructible trees to deal with before advancing to the frontline, colliding with these objects deal damage, which may be justified, but having reached the front with -20% armor from such is not acceptable. Where as the CL have a hill to cover them by when a game start.
SA_Extremity:
Vehicles suffers greatly on their mobility, specifically the Tracked Vehicles. The Nebula is too bright when using the NightVision.Visible landmarks would be wanted.
SA_Inferno:
The crates placed in middle of the road by the exit to the right of the IS Base should be removed. It severely limits a fast exit from the Base area.
SA_Marshes:
Some vegetation still limits the Ballistics to penetrate making the Player loose direct hits to the targets. Vegetation that a Ballistic should be able to penetrate like small bushes. Elsewhere this maps is perfect.
SA_Sandblasted:
The Playable areas are still limited, to much of the area is wasted. Also the position of the Bases are kinda mood. Placing the Bases at A1 and H8 respectively and making a great dune to travel through and a small mountain ridge on one side would make a more tactical game play.
Killzones:
To much of the maps are consumed by the Killzone itself. Making the Killzone smaller would be wanted, it mostly only affects the Aero assets.
Overall:
The mapper will need to think of all assets mobility on the map. Some maps may lean towards one asset having an advantage but limiting other assets mobility completely is unacceptable in a combined arms environment.