Better use of the map space
In short: some maps could have some room for firefights, manouvers and all that but some factors don't allow that.
Not about the playable area but the area that is actually played.
What you think?
Prime example: Apartments. (It's a classic map (can't tell why...) so you can visualize easier what I'm saying)
It's small but still underused. Points A and B, fine not much you can do there but when the battle moves on you only have action inside C (basement, the building and it's surroundings) and in D the attacking team gets stacked on that partially destroyed building, camping or getting naded out of there.
You rarely see combat on the side alleys (left and front of C and between C and D), or the debris in D or in the houses between them. Now and then you see some single units fighting in there (and killing manny of the unsuspected enemies) but that is all.
On the other end of the spectrum is Spartanovka. On A and B you already have some people flanking left and right (on that small "village") and on all other cap zones you have people spreaded all over the front line (and some even going behind enemy lines), converging again at the town hall.
What I see as potential sources for those "problems" and a possible solution or suggestion:
Capzones: Either they're too big or too few when they aren't both. Also, some seems to be misplaced on places that aren't chokepoints or points of interest.
Make a big "cap-able" area that once capped push the enemy spawn back (happens in some maps, linked to caps or time) and a smaller cap (closer to the enemy front) to actually secure that objective. Think in this on Apartment's D point.
Create some capzones tied to alternative spawnpoints; Pavlov is a great place to test somthing like this.
Spawnpoints: They are points, could be spawnable areas so people have a more spreaded spawn maybe encouraging the use of another route (because they're closer to it).
Squads\SL: (this goes beyond this map subject) Squad 1 and 2 usually dictated the overall strategy because you have more people "floating" around SL1 and 2.
If you could break these squads in fireteams (I know you already do, but to no effect at all, just poiting orders that nobody follows anyway) and have companions spawning on the "central" char of that fireteam (MG, AT rifle, Engie...) you could anchieve a better spread and some teamplay as people would realize they're part of that role fireteam.
All that because TWI maps are awesome! MCP ones aswell.