I know it takes a lot of work to put terrains together, I mean no disrespect, but if I was a tanker that used to play AH2 and came back to see what was cooking, and I saw that, I'd say that was an order of magnitude better graphics wise, but not as good as the terrain we had on the approaches to the bases in AH2. So in a nut shell, we made a great leap in the visual presentation, but left some of the ingredients on the counter because they don't fit in the pot.
Here's my list of things we had in AH2, that we don't have now:
1. Long, clear lines of sight from a dominant, commanding, somewhat concealed position (read that as elevation) to areas where the enemy spawns in/approaches from/sets up at. The distance from position to enemy varied from 1.8k to 5k. (Think of the hills at the 85 spawn on Compello, 135/136 in Ozkansas, the center of NDIsles, etc). These areas were fought hard for, and it was difficult to knock the enemy off of.
2. Areas of prime, excellent cover that you fought over. (Think of the center berms at 85 spawn or 135/136 or 34+26/Montis.)
3. Opportunities to rush a gauntlet to gain an advantage. (Think of the beach at the 85 spawn, or the hill in front of the main lines in the Crater, both of which had cover you could leapfrog from and to.)
4. Confining terrain features that channeled or bottlenecked GV play, like the mountains in the Crater, or the ocean and the hill at 85 spawn, or the water at 135/136, the skinny islands on tagma.