Fester,
Note that OP requests a quick fix to Ozkansas by making the 9 outer TT bases uncapturable, in order to avoid what happened this weekend. If you are going to make a new map (which is kind of a separate topic), please keep the following comments in mind.
You seem to be ignoring one fundamental fact, which is that a large group of players enjoy GV combat outside of the "combined arms" scenarios you envision. Remember that in AH AC overwelmingly trump GVs. They are 10 times as fast, any AC which can carry a 1000 pdr can kill any tank, and there is little the GV can do about this. The relationship between the 2 platforms is in general *very* assymetrical. Thus, you *don't* want to put an air base in any new/modified TT. The Ozkansas TT works (usually) *in spite of* the 3 air bases, not because of them. The Trinity TT was much better protected, with the exception of missing the "I am here" factor, as I have mentioned in other threads.
Another way to look at the above is that the time scale of a GV engagement is 10 times that of an AC engagement. Remember "endurium" in that 1980s PC game "Starflight"? (I am leaving out the mode of play where GVs sit out in the open and shoot at each other, which is the GV equivalent to HOing, and which I find boring. I am instead thinking of the type of thing where one tries to use terrain to get on a flank, which is the GV equivalent to AC maneuvering prior to a taking a killing shot.) At any point during a slowly-developing GV engagement AC interference can ruin the engagement for the GV player. That is why we need at least one place on each map where GVs can engage and "furball" with minimal-to-no AC interference. On the rest of the map, of course, anything goes. What do we have to lose by doing this? Nothing. What do we have to gain by doing this? We provide for a popular additional type of game play, which will incrementally increase HTCs revenue.
MH