It certainly would smoothen out the flow. But I don’t think that’s necessarily preferable. Streamlining the maps is an obvious answer but it doesn’t always result in better gameplay.
I personally like these kind of lock downs. Two MG’s is particularly genius in a sense. What’s more fun than playing with a buddy and both holding down the main route against an entire opponent team? Call it tower-bridging the enemy if you will.
But it does mean that the attackers should have a way around it. Preferably by solving a side objective they otherwise wouldn’t need to do.
I hope this makes sense. W:ET was full with these kind of death-traps where one team completely dominated the other. But there was always an inventive way around And the real beauty is that once teams understand this then you start getting into a meta strategy of forcing one team into a certain position, holding it as long as you need to and then anticipate the way they’ll attempt to get out of that position.
On a macro level this game should feel like chess and smoothening out points that players otherwise get stuck on removes these opportunities for strategic decisions.
So, in that sense, more death traps and meat grinders but compensated with objective-solutions around them would be the best way to go.