ODST Tayari Plaza - My feedback for this map remains the same as what I posted on Squally DaBeanz's lobby thread.
Hangout - I still think the Binary Rifle has a powerful spawn location. Overall, non-objective gametypes like slayer really complement this map.
Kizingo - I really like the current Strongholds setup, though I think the Shotgun spawns a little too close to Taxi.
Eagle Square - I can't really say much about this map other than what was said during the lobby, that being that the assault point needs to be moved. As is, it's far too exposed, and has no viable approach method, not even throwing bodies at it works. Getting a point requires raw slaying power. Stealth and precision are seemingly irrelevant when playing Assault on this map.
Artemis - My only complaint with this map is with the ability to get on top of the teleporters beside either base. It was clearly an international decision, however getting rid if someone on top of this tower is near impossible, and the ability to pester the enemy team from this location is annoying if not downright powerful.
Echoes - I got to use the sniper this time around, and it's very well balanced. The Hydra Launcher spawns a bit of an odd feeling location. As I said on Squally DaBeanz's thread, I love the new teleporter exit.
Eradicate - This map reminds Me of Halo 4's "Relay", except, three times as big, on every axis. The majority of the pathways feel like they were designed for Mantis vs. Mantis gameplay, and nothing else. The outer drop pod spawns near the spinning Pelican feel like they're an area outside of the map I shouldn't be in. And when a on-fire Warthog can come pick Me up, drive back in to the map, and not get shot once before I get out, that clearly reflects both of these issues. This map needs significant downscaling, and better spawn areas.
Nightclub - I see you fixed the Yellow Tower and Mid strongholds so they function properly. Speaking of Mid, the increased radius of that stronghold makes it much easier to camp. The Active Camo on this map is extremely powerful. Additional feedback from Me can be found on Squally DaBeanz's thread.
Hornet's Nest - The slopes in the back road leading to sniper spawn (covering a doorway, adjacent to a gravity lift make driving a Warthog through this back area very difficult, given the small space between them and a solid wall. I'd suggest either moving the wall, or removing the slopes. Other than this, the map has seen a fair bit of improvement since I last played it.
Badger Pit - This was My map, and the last map I played during this lobby.