Where GVs and tank combat are concerned with the new AH3 tile sets, it will take 3-4 original AH3 terrains to understand the tiles and come up with strategies to work with the trees. Then terrain builders will be aware of those strategies by either tank combat on the terrains or community communication about the terrains. GV combat radius on any terrain is only about 3 miles, while tree density in those three miles can shut down that aspect of the game as everyone is so willing to complain about.
Very simple solution that has not been applied to most of the converted AH2-->AH3 terrains in rotation. Use a grass tile with a small brush and open spaces between tree lanes. I've been doing that with my terrains to open farmland tiles so trees don't cover all of the view-able area from the spawn into the town or airfield. As I observe my terrains being played on I watch for GVers in text or listening on country talk about issues to each other or, talk about what they like or have problems with the current tank combat environments I've constructed. Asking players directly is useless, it ends up them telling you how you have to build terrains to make their wishes come true. Not any useful information about how they utilize the current terrain.
The tiles in AH2 were not as densely tree populated as the speedtree realistic trees are in many of the AH3 tile sets tiles. There are far fewer people building new terrains for the Melee arena, so almost no one is aware of how simple the tree problem is to fix with new terrains. When I build a terrain one aspect that takes the most testing time is the tank combat areas around every spawn.
Why don't some of you master opinionaiters build a terrain instead and help AH3.