It's a tough balance and one that also highly depends on if it's an infantry map like No Man's Hill or a CA map like Barashka or Arad2. As well as if you have teams that know how to play both the roles and strategy.
I've played Barashka and Arad2 a zillion times in the quest for tank kills and sometimes it can feel like whack a mole, but with full servers with players who know what they are doing, it can be epic. That's part of the problem, the vast majority of players have little experience tanking, as AT or engineer, so when you're on a map where those roles are numerous and important, they can often be played poorly, leading to the map being a simple rush of transports and infantry into the caps.
Barashka could benefit from a cap on the island between B & C. Currently, it plays almost entirely as two separate skirmishes at the bridges. Infantry have a hard time influencing one from the other. More caps farther back would extend the fighting, it's a nice map that we never really leave the center of.
Arad2 plays great if tanks and AT focus on A & D with support to B/C, and engineers and infantry focus on taking the villages. I think B & C should be farther apart personally, or have longer cap times, they can fall too quickly. I like the way the caps lock/unlock.
I haven't played No Man's Hill more than 20 times and I find that 80% of the fighting is for the hill itself with only small groups of 1 to 5 soldiers flanking to one cap or the other. I've wondered if the hill itself was lower if the fighting would spread out more. It's a very nicely made map, but I don't think it's that interesting to play.