Yes this, well said. You'd be someone that'd know; are there even ideal capping orders in COH3 maps? From my relative time with it, it's just cap all the points on your side of the halfway point in whatever order you want until you reach the vp. Or rush the vp.
The maps are weird, twin beaches is the most interesting one, you have multiple approaches there since the resource spread is relatively equal (You can attack south, and get a decent postion with lighthouse, but lose out on muni advantage, or go north, which while far better to hold, is far worse for support weapons)
Road to tunisia is just a lesson in old coh2 maps, think back to the OG faymonville, with the super mansion in center that gives you an overwhelming advantage. Munis are in corners of the map (with it feeling even worse since full HP squads are only really punishiable with OP light vehicles like 8-rad or greyhound)
I'll probably make a map review/feedback thing, eventually if i get antsy enough.