If a map can bring something new to see every time it is played without frusturating the player for his incapabilities then it is a good map. That's one reason to see larger maps being more of a safe bet for a newcomers point of view. There's more to see without getting shot every twenty seconds. Kasserine, Sidi Muftah will always be a better experience than Bardia, PdH or Mareth Line for a newcomer. Since you have more places to go and more things to see and interact with.
You can go way too overboard with the idea of distant flag-outposts with for example Nordwind, or Vosges though. But the great about some of those maps is that you can interact with enemy infantry outside of your range of engagement, that is something the vanilla maps severely lack. There's usually no deal of you're seen- you're dead problem in those, for example across the pond in Wake, or between two mountains in Faid Pass unlike a map like St.Lo Breakthrough, where camping is a real problem to deal with. So a squad or an individual can plan their aproach to a certain place where they don't get shot in the face constantly, like in Omaha beach.
A lot of the vanilla maps don't award communication or teamwork, since there are no support mechanics set in game such as rearming, healing, reviving, you can see that sort of thing is apparent especially in maps like Gold Beach or PHL where one guy with a rifle can disrupt a squad movement in a matter of seconds while a similar mod PR has the revive mechanic to deal with stragglers and retain cohesion more easily.
So one way to bring teamwork is with more options, in a map like Hill 262 a communicating squad has a chance to go for several flags, some of which are defended less or not at all, at one time, and then there is an intellectual involvement in which everyone can participate in defeating the enemy rather than just shooting everyone they see to death.