Too big? HAH.
Meuse River, for example, has (based on the minimap and historical scenario) a similar setup to Sedan. It is too goddamn small: unless you spawn back at the main, you have little else to do but spawn-die-spawn-die-spawn. And if you head out of the main, you will notice that there's very little room to actually manuever your tank, you are channeled into a narrow tube and into chokepoints anyway. Not to mention that the small size means that whatever height differences you have become just a bit too abrupt and almost cartoon-like. So a map with a town in the middle and mixed arms combat, but four times the area (double the edge length)? YES PLEASE.
Also, using Brest as a comparison is not really valid, because it breaks down too easily into a stalemate of tanks and machineguns - bigger size would mean more flanking options and more chaotic "cityfight" feel. Right now, the city on that Sedan map itself looks like a fantastic 32/16p version, while the full map would be the 64p version. Also, with a clever use of pushmode I do not think that the map is too big, at least there would be a sense of advancing somewhere. Plus there would be room for proper tank tactics instead of charging straight up into the thick of defenses.
Seeing all that work going to waste because the maps are "too big" is just plain silly. (Also, if they have never been tested with 64 players (only with ~20-30 people), how can you say they are "too big"...?) I'll bet that a careful use of push, OOB and flags will guide the gameplay enough to guarantee enough action. Unless, of course, one expects every FH2 map play like Counter-Tunis or Call of Brest or Ramelle of Honor (which IMO are not very good yardsticks when it comes down to what the FH2 is really about). Right now, what with the comments about "too big" and the stated intention to make every battle 35 minutes long, I feel that FH2 is being taken to a direction too much COD-like for its own good, and that FH2 public players are underestimated. Could the teamwork be better? Sure. But squeezing down every map to a minimum size and channeling every player into a narrow "ghost train"? I don't think this is the solution. (Much as I didn't think taking out the Bir Hakeim flag from Gazala was a solution in the first place, considering how even the Blockhouse on Sidi Rezegh could be made attractive...)