Agree completely with the OP, almost all the maps give a mechanical advantage to Axis. Teamwise the only imbalance are the axis tanks which are overwhelmingly superior to T-34s which is kind of a big deal (because of insanely accurate coaxial AI) but not even close to the biggest offender which is map imbalance. It's not even a matter of having a better team, the maps are problematic such that all else being equal (team skill, etc.) Axis will win most of the time on most of the maps because the mechanical/structural advantages given to Axis is so utterly egregious. I'm speaking from my experience playing all through Beta for more hours than I'm embarrassed to say (exclusively on 64 player servers) as well as the general consensus of 60+ off-site forum players I play with regularly)
Station: Allied spawns are too far back, once Axis have taken A B and C, it generally becomes a rout. Shape of map funnels Axis into a concentrated mass that advances together while Allies are forced to arrive piecemeal or else lose caps immediately.
Grain Elevator: No complaints.
Fallen Fighters: T-34 strengths are useless on this map, so they can't attack offensively. Panzers can approach uncontested to sit on C and mow down any allied coming out of spawn with aimbot coaxials.
Spartanovka: Allied spawns are too far back, can rarely recapture a point taken. Point system favors Axis, so if Axis win just one round, they generally have enough points to win the entire match.
Apartments: Obscenely Axis favored. Far western route is impossible for Allies, meaning only two options to capture Propaganda (across courtyard from center or via cellar) both which give the advantage to Axis to defend. Virtually impossible to flank Park so major major advantage to defending Axis.
Commissar's House: This map is a joke. Only one route to cap points which are small so Axis artillery can completely shut down a push AND land artillery right on or outside of spawn. Axis tanks can either hang back in D and snipe with coaxial and HE on Allied spawns or drive up to the mouth of Allied spawns unchallenged. Virtually no cover for allies to push through to cap the first points. Lockdown timers are absurdly short so if by some miracle Allies advance past A and B, they'll run out of time for E. The map is actually fun past A and B, but 90% of the time it's a slaughterfest with Axis infantry running up to allied spawn because they can.
Red October Factory: No complaints other than T-34 inferiority which is still a big factor because of the pinpoint accurate coaxial.
Barracks: No Complaints.
Pavlov's House: Up there with Commissar's and Apartments for most imbalanced. Allied spawns and pathways from buliding to building are entirely exposed to Axis tanks in the C field, while Axis have row upon row of buildings and wrecks for cover (nevermind that the T-34s can never get that far out into the field without being destroyed by Panzers). Zab's House is a Allied slaughterhouse to hold because the exposed side faces a forest of cover from Axis to shoot from to cover assaults while Allies get no such benefits. Axis Commanders can call artillery on virtually any part of the map while Allied are effectively restricted to the North side of Zabs and the field. Axis also get a direct and unexposed route into Pavlov's House to disrupt behind enemy lines or to cap; there is no such equivalent approach to reach the Axis base. I have never seen Allies win on this map and usually their reinforcement deficit exceeds 100.
Gumrak: I don't play Gumrak.
So of the available maps, 7 arguably favor Axis, 3 of which overwhelmingly favor Axis-side (Pavlov's, Commissar's, and Apartments). I'm at the point where, if I want to shoot fish in a barrel, I play Axis. If I want to endure a "challenge" I play Allies. Please Tripwire, fix this.