I played it 3 times yesterday with an eye on layout and playability, a couple of times as TL. Since I hadn't needed to look for radios, I never had turned around and realized the village was right at our backs.
I like Scum's ideas of making the hill look beat up and previously fought over. As well as appearing like it's approachable from any side and not just a lane. I think the minefields are good for that, as well as more wire. I'll second his suggestions of more rough cover, debris, craters etc. I would caution against having too many bushes and healthy trees, they would have been either cleared and used by the defenders or destroyed by previous fighting. As a defender, you would want to eliminate cover and open up lines of fire. Lots of crap on the ground though to crawl behind.
With more cover for Allies, maybe a couple of fixed MG's up high? So, if you wanted to rake fire at A or B, you'd have to run back to them.
Images:
http://i.imgur.com/5h2QqWw.jpg
http://www.pbs.org/thewar/image_viewer.php?img=S2765&caption=H%FCrtgen%20Forest
The bunkers in this area evidently were often painted green and the dragons teeth were much bigger, @3-5 ft tall. FWIW.
And, since the actual initial assault out of the town came under mortar fire, a few mortar emplacements up near the top?
To break the fighting into 3 acts, (Approach/assault/last stand) I'd suggest starting at least in between the houses, if you want to add to the village to make it more believable, farther back behind the first row would be great. Having an approach to the hill will help establish it as an objective and attacking across the flat adds tension.
I find that the A cap is too close to the next, they're really stacked up. Once you cap A, axis hardly has to pull back, so the fighting and arty coming down on A feels the same. If you started in town, you could pull the A cap down closer to the foot of the hill and provide a nice objective for the approach.
You could also use a solid line of wire uphill from A cap that was blowable like you have on Omaha. Axis would have to decide whether to blow it themselves to get into A and down into the approach or leave it intact as an obstacle for the Allies.
Here's how I envision it.
Approach: Leave town, cross the heavily cratered field to gain the safety of A, in the tree line with debris to cover behind, just up from the foot of the hill. Axis can call arty on the field, heavy mg fire out in the open. Allies will have to suppress mg's, smoke the field and call their own arty to eliminate Axis near A.
Assualt: Much as now, with the goal of capturing and controlling the bunkers on the slope. With wire added as a potential choke point. Maybe engineer blowable only? I like giving engineers a purpose, but that might just be me....
Last stand: I think you added a final "observation" bunker? Maybe use something substantial like the last bunker in Betio or the control tower from Rako? More wire?