2 quick things I notice --
First, the Furballers will still complain that there is no true "fightertown" (defined as a three-way fight) because the bases are too far apart in the middle with the 15K mountains in the way. Your FT areas will make the furballers chose which country to go against. Not a big deal in my personal book, but since I appear to be the first to respond, thought I would get it out there. They would probably advocate making the center island larger, pulling a small airbase inside the 15K mountain ring. That might actually set up a viable third assault route to boot. I don't know if HTC would go for that (totally isolating FT/TT), but it's a thought.
Second, there seems to be few vehicle spawns anywhere except to-from v bases. Especially in the high field zones, there seem to be few spawns that go across the battle lines, making all the GV fights linear. This may have been your intent, and there is nothing "wrong" with fields that depend solely on aircraft, but the lack of points will make it harder to cross-defend with GVs in a vulch or hoard situation.
I guess a third thing, which is more a question -- are 6 zone bases necessary? It may just be that I am not used to looking at maps from this scale / perspective, it just seemed like a lot. If you want to give "strat guys"
meaningful targets, fewer and larger zones might be better.
All in all, looks good, love the concept.
