Okay, since it seems no FT but yes to TT.
Center of map.
Large bowl valley. Spawn points for vehicles up hill and can race downhill in neutral to get in faster (not too steep or too far, as getting back out becomes a problem to land your kills, and no real high ground for "snipers"). Town and tiles with the small villages scattered about. Some areas of dense trees. Rolling hills and wide plains, but not so much in the way of big mountains.... except between sides.... have ridge lines separating high ground between VB's and Fields. Maybe some canyons to fly through. Not too great an elevation change though. Maybe a meandering river and bridges, they are in terrain for use now or not? Barn tiles.
A little further out, two small to medium airbases per side. Even a slightly higher elevation (maybe 2K), to lend air support to FT. Keep towns at these bases (center island) high and away from shore to make landings hard to pull off from CV's. Spawn points from VB's to threaten the surrounding Fields (up in ridges for example). Possibly locate towns between airfields and vehicle bases (not sure limitations on distance with them) and VB spawn toward town as well as toward valley.
This all on one central island, surrounded by sea.
Outer ring of large islands. Multiple fields and VB's per island, with more water surrounding them on the outside border of the map. Taking an island completely becomes a task, not a smash and grab. Wide passages between islands. Lot's of GV spawn points. More medium and large fields than small fields. Each front roughly 2 to 3 bases wide (not counting center island).... hard for sneaks and end arounds.
"Landgrabbers" and Blue Water types fight along outside ring. Furballers gravitate to center island.
Rolling hills and plains. Fewer big mountain ranges. A few canyons. 1 high (6K) rear field for each country near HQ for 163's and launching big buff raids from. Multiple GV spawn points. Rivers and bridges if tiles available at a few places, just to try out the choke point in game.