
The issue with your layout is that WhiteFlash would have to redesign all hedgerows in the center and sides of the map, as well as move muni points in areas that would be either open for mg positions or easy to defend behind hedges, similar to Langres if you compare both of them. This will only tempt more players to either go for a cutoff camp or lockdown their side, then push and stalemate around the center or one side of the map if the player is being camped.
Map Review
I think balance wise, it's okay to have the two extra strat points, and that it's not the resource points themselves causing the issue, but balance and faction design. Currently light vehicle rushes and the ability to counter them in time usually predict the outcome of a game unless it goes beyond the 30 minute mark. It's one of a few serious balance issues that I'm hoping will be resolved with work by Mr. Smith in the test patch.
I like the building and VP change to the south, while reinforcing the small building to the North, makes sense considering what both spawn positions have to offer. Decrease of green cover by the fuel associated with North spawn is a plus as well.
The changes improve the map, however the side with the house on the cutoff and the timbers stacks is still at a disadvantage. This is due to the wood stacks and the shack acting as shotblockers. The second issue is the house and hedge on the cutoff makes transitioning from left to right more restrictive compared to the other starting position.
1.) The shot blockers make it easier for squads to flank around mg positions covering the fuel or VPS, and restrict the ability for the enemy to move up and reinforce their position. The only advantage it has is for sturmpios and panzergrens, which aren't spammed, or used often there. Even if there are enemy units behind shot blockers, mortars and grenades are your best friend. It equals out with the green cover stone walls on the other fuel to the North where the cemetery is located.
2.) The hedge is there for a reason, so the house by the cutoff can't be able to cover both sides with an MG or enemy unit. It also allows for you to flank and hide behind another hedge next to the building in the center of the map, which is often used for inf and mg positions, making it easier to throw nades or flame from behind cover while engaging on a different side of the map quickly.
I think all the changes thus far are a significant improvement to the map itself. The only thing I would recommend is possibly changing the amount of green cover offered by the stone walls close to the VP and fuel.