The Veto System
I do not have access to the same stats as Relic, so here be some generalisations that I believe to be somewhat accurate based on my experiences and the maps I find myself playing on most often, enough to notice a trend. This may not reflect everyones experiences of course.
Axis players will generally veto Stalingrad, Le Glaize and +1 more (one of the Semoskiys/Kholodny) as they are close quarters maps. Allied players will generally veto Langre, Crossing on the woods and +1 more (minsk/whatever). Thus I often myself playing on the same two maps much more regularly then the rest, i.e. Kholodny Spring and Semoskiy summer. See the below images.
Kholodny Spring gamecount 101:
Semoskiy Spring gamecount 96:
Langre gamecount 52:
Crossing on the woods gamecount 57:
Conclussion
That is just a snapshot of the 1v1 maps I generally end up on, Langre and crossing on the woods were the closest maps I had to the much more played Semoskiy spring and Khlodney Spring. I.e. I play these maps most often by a distance. I would suggest the way the veto system is currently working, some maps are much more played then others due to a process of elimination. I'm not sure how you get around this, but it does get old and i'd suggest it shows a trend in how players perceive the maps and thus use their vetos.
Specific Map Suggestions
Here i'll discuss the current 1v1 maps in automatch rotation, and where applicable, provide screenshots.
Faymonville Approach
The fence on the east side (shown in the above image) needs to go as it slows down the play too much. Support teams have to skirt around and take a significant enough detour.
As a more general comment, I think the building in the middle is a bit too prominent as control of it is a significant advantage. The amount of fences around the west side entrance could also be toned down a wee bit I feel, to open it up just a tad.
-----------------------------------------------------------------------------------------------------------
Crossing in the woods
Quite open and generally considered an Axis map. Crossing the river is mostly red cover and generally a good map for Axis to camp on. How you address this, i'm not quite sure.
------------------------------------------------------------------------------------------------------------
Stalingrad
The image above says it all really, so many shot blockers/green cover/yellow cover, that this is an allied favoured map due to the medium-short range fights.
As an aside, this big building in the middle tends to favour the southern player, as it covers every direction with windows, except for the south facing of the building.
------------------------------------------------------------------------------------------------------------
Road to Kharkov
These hedges on the northside cutoff needs to go imo, replace it with green/yellow cover. It makes holding the north cutoff more difficult then the south due to the shot blockers.
I'd also consider the VP's, generally I find when playing from the south, holding the central VP is more difficult then when starting from the north. More accessible routes and cover to exploit for the northern player imo.
------------------------------------------------------------------------------------------------------------
Langre
Considered an Axis map by most, as it is quite open and a bit smaller then the standard 1v1 COH2 maps. The above hedge in the middle imo, needs to be removed and replaced with yellow/green cover. As it stands now, the Southern player has an advantage due to the hedge which covers the route to their natural resources bar the fuel.
I'll plug Romeo's video here, as I largely agree with his suggestions, bar his suggestion of the moving of the fuels.
------------------------------------------------------------------------------------------------------------
Kholodny Spring
On the western side, I believe the Hedge, close to the house and North resources could do with changing, possibly again to green/yellow cover. This opens it up a bit and makes it easier to defend the Western side. As it stands, Axis players have a hard time holding in the early game, as the allied player has quite a few routes to attack and get into the sweet spot of medium/close range fighting.
I'm not particularly a big fan of the house in the north next to the munitions point, as I feel often, it can feel like a rush to it as whoever holds it, gets a big boon, Western player for defending the muni's and his cutoff, East player for pressuring those points and denying the munitions.
------------------------------------------------------------------------------------------------------------
Kholodny Winter
Again, imo, this is an allied favoured map, with the bonus of blizzards, only one Muni point and fuels that are spread quite apart. I'd like to see the blizzard mechanic removed, it does not work in competitive play and has largely been dropped anyways from the game. Khlodney winter is the last 1v1 map in rotation with blizzards still as a "feature".
I'd consider opening up the routes from which the Western player can access the North fuel as well, perhaps putting a gap somewhere in this fence:
I'm also, again, not a fan of the house next to the northern fuel.
------------------------------------------------------------------------------------------------------------
Semoskiy Spring/Winter
I've put together the two Semoskiys, as I only have a general comment for them, and that is, they are big with the resources spread across the map for the most part. Add in lots of cover, buildings and shot blockers, you got a good mixture for allies and a bad one for axis generally speaking. How you go about addressing this considering the COH2 resource system, i'm not quite sure tbh.
Pathfinding around the urban middle of the map with vehicles can be a bit wonky at times as well.
------------------------------------------------------------------------------------------------------------
Minsk Pocket
Again, not many specifics to say about this map, it is quite large for a 1v1 map and indicative of the original COH2 maps on release, seemingly somewhere between a 1v1 and 2v2 map, multipurpose, but does not really fit either gametype imo!
The open is quite open, apart from some tree's/bushes that block small amounts of LOS and some yellow cover spattered around. Make the middle VP a slugfest if the game goes on.
Due to the open nature of the map, particularly in the middle, I think people generally consider this one slightly axis favoured.
------------------------------------------------------------------------------------------------------------
Le Gleize
Great looking, cool theme, too urban and close quarters, meaning it favours allies. I can't add much here, as I veto it as axis, and as allies, I don't get to play it much, as Axis players generally veto it..!
General Map Design Going Forward & Conclussion
1v1 maps in coh2 tend to be quite big, certainly larger then vcoh. Imo, this is a contributing factor towards people adopting certain strats, such as the big t1 play which is the meta, to gain map control. I'd really like to see some smaller one's tried out in the future, perhaps along the lines of Langre size or a bit smaller. Also, design these maps with open-ish areas and closed-ish areas, ie. find a middle ground between the open maps like Langre/Crossing which are considered axis favoured as the firefights are often long range, and the closed ones, e.g. Semoskiy/Khlodney that have more medium/close range firefights which tend to favour allies.
Anyways that is allot more then you asked for, i'm aware, and I appreciate anyone who has read this far. I just wanted to give my insights as I really feel map design/balancing is a prominent contributing factor to the balance of the game and meta. I want cool 1v1 specific maps that are nice to look at and work well, not favouring either faction or where you spawn on the map.
A hard ask, I know, but if Relic are serious about competitive play, its something we need to move forward with