I have never played annihilation matches on COH1, but memory suggests there were several who did. Accordingly, this map is not without merit, since it provides annihilation mode (more or less), if it is removed from automatch.
Another alternative is to maybe go the whole hog, and remove the VPs altogether when placing it in Custom matches?
EDIT
I just remembered that Blowlands started with 4 VPs, but they were subsequently reduced down to 3 VPs.
Well the reason for the 2 vps was to force "horizontal" engagements vs always fighting into one another from each others base. That and a 3rd VP would be in negative cover, so the best bet would be to do 4, which we talked about at length in the development phase, but as I have said we have no proper testing support from Relic. So the only way it
really gets tested is in automatch now, if we had support like the balance patches did, things would be better, but we don't.
The 4 VPS would also increase the tick to for a 3-1 cap to be the speed of a full cap of a 3 VP game, and 4 VP full cap would be faster obviously. It also break up the play styles/patterns a bit with good placement which should be fairly easy to replicate due to the quadrant style layout of the map.
The garrisons would also be increased (potentially) by 4. Allowing some variance in play and more contention of the critical points from ambient spawns. However this could be to much change at once, so I'm unsure.
Add this ontop of the fuel move away from the bases, this was all discussed in the development, but we were never able to test it, due to the fact that they wanted 5 2v2's in the period of about 2 weeks... this halted all further testing of other options and forced my hand to maintain this design.