Yeah good topic. I think next step to get coh2 to a higher level is more competitive maps. Maps that are somewhat mirrored, have cutoffs and flanking possibilities.
Best map in 1v1 pool by far is Arnhem checkpoint imo (wich has all of these points). In teamgames there is not one map that has this as for as i know (maybe la gleize/ steppes?).
Let's talk about the worse maps too.
TL;DR: The worst 1v1 map in rotation right now is Semois.
Whoever has the better generalist infantry and indirect fire basically wins the map. This is because the middle is strategically broken and if you hold it you control most of the map's resources, two VPs,
and the enemy's main base route. It favours player east because player west has to cross very narrow approaches that are far from his base to reach VP east and are easily defensible with the building and green cover around that VP. That in addition to the shelling of east's artillery on those approaches which can remain safely positioned and still protect both VPs, and the easy mine potential. Even if west's forces take VP east, he has zero sustainability from that position, he still has to attack through narrow, predictable approaches to get to the middle from there and when he retreats his units they might retreat through player east's middle forces which can wipe them out.
Player east by contrast basically has a bunch of open ground and multiple approaches he can take against the VP closest to player west, but he doesn't even need to attack it because he wins by just camping the middle. But it is something that player west has to think about, since one quick and/or cheap unit can decap that area while he is trying to attack the enemy in the middle and east. The middle requires generalist infantry with building clearing and indirect fire to take and can be held by those same units, with machine guns being a nice bonus if you have better indirect fire which you need in the first place anyway.
Introduce a FHQ for the player who has better units to win this map and it just turns into a joke. Every attempt to attack either VP will be rebuffed, especially if the defender is the map-favoured player east, and when it is rebuffed the defender's units will be back to fighting strength and ready to place more mines, wire, tank traps and what have you right away because they retreated to a FHQ. It also helps to have a unit which detects units in fog of war on this map, because there are only a few ways your opponent can attack and if you know where he's coming from you just reposition all your stuff to that chokepoint, which is again easier if you're player east. Slow, powerful tanks are favoured over tanks that are faster and cheaper but need a tactical advantage, since there is no room for maneuver on the areas of this map that matter.
The only change with the winter map is that you can now risk getting your units instawiped while they are crossing the ice. Wiping units out that way becomes much easier with a FoW detector unit. You can also place barbed wire on the "beach" against the ice, you will need a vehicle to clear it since engineers get sunk by indirect fire while removing it, and that vehicle will drive straight into the enemy's concentration of forces, get snared or just blown up immediately. And if the enemy player sees your vehicle driving there he can start shelling the ice that your infantry follows up on if he suspects (or knows, if he has a FoW detector) that they are coming. You are no longer blocked by water, but the same units still win in combat.
Let's see which factions do best on this map, without considering doctrines:
Soviets:
✓ Generalist infantry with building clearing
✓ Indirect fire
Ostheer:
✓ Indirect fire
✓ Powerful tanks
USF:
✓ Indirect fire
✓ (late) FHQ
UKF:
✓ (very late) Powerful tanks
OKW:
✓ Generalist infantry with building clearing
✓ Indirect fire
✓ FHQ
✓ Cheap, fast capping unit
✓ Fog of war detector unit
✓ Powerful tanks
I'll leave you to draw your own conclusions of who should be vetoing it down from that...