Balance as a gaming term, doesnt mean "same chances"( it never really did), this is a broadly missunderstood fact - which is why its better to refer to "design" instead ... the balance act is between intended player experiance and the rest of the game .. which includes, the experiance of many other players in an MMO (obviiously), the game engine and other technical limitations among other things to consider.
I do actually appreciate Teeth's intent , to minimize map caused, extensive, boring, round delaying effects, if and only if those are glitches.
On the other hand i can fully understand and agree with voices, who demand their freedom of gameplay - especially in a case like this, where there are aparently, artificial restrictions applied to a map, despite the ability of the game engine to provide a certain instance/grade of freedom.
Imho .. this might be about the worst type of a design mistake i can come up with ... to make a player intentionally experiance an applied restriction in a game mechanic ... especially , when its clear, that the game engine would easily allow the intuitive correct behavior of an object.
My point is .. design-wise : if you want a tower to be not accessable - remove the tower! Rather than just locking up a door ... because closed doors is not what players want to experiance ; its actually the opposit ... they want to experiance open doors .. accessible things .. explorable environment ... but what do we get most times right now ? Fucking Restrictions ! THATS what the current gaminig experiance is, what the current game design converges to...
Huge mistake , if you ask me ...
edit: Now teeth, eventhough i do really appreciate your work and Fips's for the game, you may want to reorder map balancing priorities .. anyhow .. i think you are the best guys we can have for the job .. and you did alot of good things for the game .. thanks for that =)