I see my fav map is mentioned, Blizzard. It is actually a very balanced map and it doesn't have any real bugs, but you really need to spend hundreds of hours on it to really know what is going on there. So I think the problem with less played maps is people just lost interest after getting pwnd so many times there.
I don't agree with you. The map is very defence sided imo. Ofcourse, like on all maps you have players who play assault and woulc kick everybody's ass on defence, but that doesn't mean the map is balanced. Put 1 noob on assault and 1 noob on defence, and defence will win. Put one pro on assault and one on defence, the one on defence will win, because there's too many factors to win a round on assault (blow the wall, breach a door, do the objective, throw incendiary on objective) while defence just has to sit and listen. It's like saying Bridge Crossing is a balanced map because you're good at playing assault on it. Still doesn't mean the map is balanced, because if someone would play it very seriously on defence, it would be very hard to win rounds. That's what I think, but like you said you probably have 10 times more time on it than me so maybe you're right

Some ideas for changes on Blizzard:
- A way to balance this map a little bit would be to make the spawns more random than they already are.
For those who don't know how the spawnsystem works on Blizzard, it's pretty simple, if defence spawns up, it means assault is South and if defence spawns down it means assault is north. That's way it's easy for defence to spam and to rush the assault team that doesn't even have the time to get inside. Maybe we could make the spawns totally ranom, meaning that if defence spawns up, they still don't know if the enemies are north or south, that way the assault team has a chance to get inside the walls without bein rushed/spammed.
Another idea would to add a tree South (there's one North already) so that, there are more options to get inside the walls if a nooby has the RPG and doesn't blow the wall with it. Maybe there could even be a trenchee/tunnel system on blizzard to access the building ... just some ideas about blizzard.
And seeing how the map can be easily abused by defwhores, maybe we could implement a double assault system like on SF PCR, where both teams would start outside the walls, each 1 side, and they would have to retrieve the objective inside the building and get away with it, or even make it a "take and hold" like taking the objective and defending it for 1 minute (so the team that rushes the best basically has the right to play defence for 1 minute)