I don't know where you are collecting map feedback, but here are some of my thoughts:
Almerra CastleThe incline causes attackers to have to slowly tiptoe for like 30 seconds to get to a ladder/door, which is really boring. And after the first round, no one wants to beat on the door for the whole round. The left ingress route (go up ladder, jump off roof onto walls) is rarely used, so this map usually devolves into attackers going up the right ladder to a painful maul/archer death. One of the least fun maps for anyone that isn't an archer. Often defenders will just sally forth to the main gate, because that's one of the most effective choke points, and attackers still have to waste like 15-20 seconds just climbing up the hill to get there.
Holmet CastleThis one just has too many doors to break (1-3 for every ingress route). Beating on doors for half the round is boring. Defenders can't open/close the doors to their own flag, so nearly every time attackers win, a bunch of defenders are watching helplessly through the flag doors, raging.
Jammadi CastleThis map is OK, but has some annoying flaws. First, the main gate doors are one of the slowest ingress routes when it's open, so no one bothers breaking them. Because there are so many ingress routes and no gate controls, the map isn't progressive at all, so victory/defeat is decided solely by how patient defenders are about sitting at the oasis (since it takes attackers more than 30 seconds to get there, no matter what). This is one of the few siege maps where "camp flag" truly is the only winning strategy.
Khirin CastleThis is a good map, but any time attackers can get more than half of their team to go left ladder, they win within a minute. That ingress route is just too "easy" compared to the others.
Native Hailes CastleThis map is boring to attack and defend. Attackers have to spend too much time trudging uphill, and the most effective ingress point is the one that requires the most trudging. The only viable tactic for defenders when the population is less than 60 (i.e. all the time on NA2) is just sit in the gatehouse and wait, which "pubbies" never do. When a banner stack/etc does have the discipline to sit in the gatehouse, it's a hopeless murder tunnel for attackers.
Burg RabensteinThis one clears the server nearly every time. The nearest ladder to attacker spawn takes like 30+ seconds to scale, and I incur fall damage half the time just getting to it. Your reward for scaling this awful ladder? You have to break two doors before you can open gate. Once gate is open, it's pretty fun for attackers/defenders, but every minute or so when defenders spawn someone close enough to close gate, attackers have to endure the world's slowest ladder again. Or take the far right ladder, which isn't so slow, but still takes forever to get to gate controls. Just too much time running toward or climbing ladders, and too little time spent fighting.
Helms DeepThe least popular map currently in the NA2 rotation, it's just sparse and boring. It has all the elements of a poor map; trudging up steep inclines just to face deadly choke points, nonsensical defender spawn points, ladders that take forever to scale, and a door you pretty much have to break near the spawn. Players like fighting each other, not walking up hills and breaking doors.
Kurosch CityI don't think this is currently in the rotation? Good, because it's a bad map.
MAPS NOT CURRENTLY IN ROTATION, and how to fix them
Rindyar CastleThis one is too easy for defenders (get a mauler at each of the three ladders, and game over). Maybe one of the ladders could be replaced with a siege tower? Once the attackers breach the walls, this map generally has pretty fun gameplay.
Forest AttackDitto, maybe nearest ladder could get replaced with a siege tower?
Winewic CastleThis map can be pretty fun, but the problems is that attackers almost always ignore the siege ramp, left ladder, and gate controls, and just break the three doors on the right ingress route so they can run directly to the flag. So most of the map ends up being ignored, and it becomes a slaughterhouse at the right doors. I think the right ingress route should have stairs to the walls after you break the doors, instead of just a tunnel to the courtyard. This way people would actually have an incentive to open the gate.
Bertreford KeepI thought this map was in the rotation? I think it's fine, abeit somewhat confusing (where's the front?).
Native Turin CastleDon't know what the problem is with this map, other than the left door directly to flag being too "easy" of an ingress route. There are so many viable tactics on this map, I always enjoyed attacking and defending.
Anyway, even if we cut out the 7 maps above and didn't add any, that would be OK with me because it would mean more time spent playing gems like Rudkhan, Mahdaar, and Jammeyed.