Actually, I disagree, with the exception about the point about lighting.
Detail has it’s place, but there has to be a good reason for it, whether it be immersion, cover, eye candy etc. Some people off the deep end one way, and totally detail every little thing, and never release the map. Others offer such stripped down maps, they are just boring to play. I think you need to keep in mind who your target audience is and offer the appropriate level of detail.
I personally like faster maps, I just find them more exciting. It would be nice to change up the attacking side every now and then so that when included in campaigns, the allies aren’t winning every map simply because they’re geared towards offense. Also, you’ll appreciate shorter maps once you’ve struggled thru a 4-hour match.
Lastly, I think it is totally possible to offer tight maps which offer each class something to do – at the right strategic moment. In Dubrovnik, teams have to make a choice between firepower (engy) or speed (covert) in order to get past the church doors. Axis engies are critical to keep thee church doors built and they have a few spots to mine. As for being more RTCW-ish, the map is just too small for a CP and I don’t like escort missions. There are constructibles, but they exist at key spots.