Trinity actually had three potentially good 10x10 maps as the three countries.
Buzzsaw ends up with most people in tin cans or field guns towards the end of prime time with the airfields there to give airplane drivers something to do. I suspect the strats were supposed to have everyone at each other like flies on something tasty, not so much anymore. The tile set makes for good tank to tank combat becasue you can see a long way out under the canopy. Air combat from the field setup forces you to need a small concentrated hoard to do something. So a lot of feilds out of the way on the spiral edge not easy to defend get picked off by small groups who don't want to spend the evening as a furball army. Eventually you end up with everyone in a tin can or avoiding other groups. Exactly what was happening in AH2 on a ginormous scale with 60 man hoards avoiding each other picking off undefended feilds.
I learned a lot from buzzsaw about how to keep our smaller numbers together and a bit more focused later into the evening. I suppose the original elevation of 9k in the center was to protect tankers from airplanes bombing them since dive bombing or flying a guns attacker at that alt caused a lot of augering. It had a nasty unitendad consequence of creating alt monkey greifer HOing hoards while the two other countries 9k feilds always seemed to be in the hands of a single country. At that point you don't need the secret godmode hot keys in an air combat game...

Lowering the center to 4k made it kind of obvious buzzsaw is tank centric which the GVers like it. It's a PITA to have fun as an airplane driving fan of AH3. A unique design but, it's not the best air combat oriented terrain in the rotation.