Two Things I noticed:
- Lack of buildings
Other than the center, there is zero building in the north or south near most of the points to capture. Sneaky units like partisans, stormtroopers, commandos, jaegar infantry become useless, their commanders uninteresting. The lack of buildings in general reduces the strategic aspect of the game on this map.
- Too much resources
When the map is evenly divided, each player has 38 fuel and 58 munition. That's way too much. The fuel in particular means games on this map will be heavily tank-oriented. There won't be much early / infantry-based game at all. Also the huge difference between the +16 and +4 fuel territories means if you don't get the +16, it's pretty much game over. It shouldn't be more than twice the amount. I suggest you fix this by using a normal resource distribution (+7 instead of +16 fuel and maybe same for munition).
1.
This is fine and forces new playstyles which is what we are in need of, not cookie cutter more of the same. Just because there isn't a building in every portion of the map does not make it unbalanced or lacking in usefulness of playstyles, the buildings are full health and will be up for a long time due to them being cobblestone, so they will always have a purpose for the units you described due to being able to easily wrap behind engagements in the middle.
2.
This makes zero sense, this is true for 99% of maps in rotation, the resources are the standard recommended amount. 2 fuel, 2 munitions, 10 mp. By your logic every map will be heavily tank focused due to them all having the same access to resources as this.