I think the person who created buzzsaw thought it would motivate game flow in some manner, and the players started out doing exactly that with it because it was the obvious easy path on an unknown terrain. Once it was around past that getting up to speed period. The players discovered all of the things about the unique 3D presentation to avoid loosing, having to fight at a disadvantage, and adapted all of their usual MA strategies to the terrain. You need a hoard to simply area dominate the weird topographical layout because today more than ever players won't mix it up without an obvious advantage. And that tends to make people become fatigued because it's only fun for that hoard. If you really look at the topography it should give groups of players the opportunity to have small furballs and GV battles distributed around the terrain. Maybe back in the AH1 era this terrain would have been a success and utilized for small cozy distributed fights.
It's possible the terrain creator was trying to help the community change how they played the game from numbers domination to fun distributed fights. When the numbers are equal in fights over a base air and ground, it is a fun terrain to fight on reminiscent of Mindnao. The terrain has too many altitude spring boards for a sudden big group to whizz on the terrain.