Demolition Charges ironically encourage blobbing; the constant threat of instantly losing a full squad means it’s never safe to send a lone squad out to cap against Soviets without the safety of being escorted by a minesweeper. Instead, players can be forced to blob cap only around their minesweeper, especially in the late game when the loss of vetted squads is so punishing. Demo Charges only counter blobs if your opponent is foolish enough to neglect sweepers.
To make demos properly fill their role of countering blobs and destroying buildings instead of just being a super mine placed on points to wipe individual squads, I would set the maximum models damaged per squad to 3, (like how mines have 2) but then give them a massive AOE pin. This way they won't wipe individual squads out in the open, but they will still do lots of damage to blobs and force retreats by pinning. An individual squad will also get wiped if they are in a house, since the demo will blow it up and collapse the squad inside.
Negative cover on roads with wipe open spaces makes Snipers and Light Vehicles even more dominant, especially since the huge elevation creates issues with AT guns and specific units in particular such as ISU.
If all of the elevation was removed so that the map is flat, and remove all the neg cover in the middle so it's not so squad wipey and less campy, it would play much better.
I think the resource placement is fine though, which is something a lot of maps have struggled with.
I doubt it will ever happen, but just for the sake of discussion, I think it'd be better to put the KV-1 on Tier 4 than the T-34/85. The 85 is just a better version of the 76, so it's not very interesting, whereas the KV-1 is actually something different, it's a strong beefy tank but with weak weaponry.