I think the biggest problem with the map is how easy it is to lockdown and stalemate, pushing the game out for a long time. Same problem that Langres has. The vps and especially the muni points need to be moved into a more contested part of the map. It's practically impossible to hold both munis or all 3 vps, without completely baseraping the other player. Add in the schwerer HQ that can lock down a cutoff, vp, muni point, and nearly reach the fuel point at the same time and the match is guaranteed to last 40+ mins with evenly matched opponents. The way it is set up now there is pretty much always a 50/50 split of the resources, even if the losing player is barely able to escape his base.
Here is a new layout of the map I drew up for example.
I tried to keep most of the capping points at the same spots. The resources are now spread out more along the road, which is much harder to hold than being clustered up closer to the base. It is also more practical to hold 3 vps or double munis, and there is more possibility to being cutoff. There is also only 10 strat points now. If you wanted to open up the map more you could bring some of the points back away from the road toward the graveyard and the lumber yard. Players will now be more rewarded for aggressive play to take the high resources, rather than holding back in the base around a cluster of support weapons/ infantry blob.