None of the base objects I work with from the terrain editor are designed to reduce tank participation in the game. That is the terrain builder's choice or mistake. Other wise, Hitech would not have allowed my terrain into rotation because it's balanced to reflect the choice of game play by the two factions in our community. Also the new clutter tiles have tiles with tree to grass percentages that favor tanks, poor work and a lack of understanding the tiles after the conversion to AH3 of terrains is contributing to the tree problems. Also a bit of rear_end_headedness by tank players who now know trees will eat tanks is contributing to this.
I proved this with my terrain bowlma, there are almost nil complaints about trees impeding having fun in tanks. And the unsticking code caused the trees to spit the tanks out after a few minutes. I tested every square inch of possible tank battle terrain areas with a panther to account for the trees, including spawning into the center of trees to test the unsticking code which works. And that was part of why my first terrain took 6 months to complete due to my testing all GV spawn three times for issues like this.
As for ndisles and swapping out the GV bases for airfields, the spawns were not removed from their original positions, so the same tank battles take place in the center. Having the map room on the airfield is mirroring the GV base that was there. The map room was sitting in about the same spot, now you have the best of both worlds getting to quick action. If someone takes your airfield, I think the idea is now you have something to take back, unless this game has changed over night or, we have gotten that lazy in our old age.