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4- And less important, the design of big maps.
Most of the big maps are designed much more long than width, that makes flanking less possible and OKW faction can have an early game retreat point supported with a strong structure that can be placed behind a wall/house making the faction not getting affected by the long retreat distances. USF/UKF have retreat points but they come mid-late and with a single raid you can destroy them easy. I'm not going to talk about if the medic OKW truck shouldn't be placed outside the base sector, Designing more wider maps will nulify that big advantage. A good example could be the map steel pact from Coh1, it was a fun map with a lot of battle actions due to the short retreat paths.
this. it should be the opposite. a good example would be Port of Hamburg (3v3), where the map splits diagonally from top-leftish to bottom rightish, creating a long wide frontline so that not all point cannot be occupied fully (in 4v4, this changes for obvious reason). A bad example would be Red Ball Express where the map splits from top to bottom, creating the shortest possible frontline length wise.