Eagle Square
As Duck said, Strongholds wasn't the best on this map. I think part of this is the fact that the lower strongholds are really easy to approach, but difficult to leave. I feel like the center stronghold could be a little more flashed out as well instead of being just four walls around a pillar. My biggest issue with the map is the lack of vertical movement options in the streets around the edges of the map, and also how long some of those street sightlines are. Personally, I would like to see a ramp or lift or something going from the open courtyards at the bottom of the map up to the rock gardens above each stronghold, as both of those areas feel like dead ends compared to how the rest of the map flows. I would also experiment with making the bottom middle street have a "hill" in the middle to break up lines of sight across the map.
Fracture
I'm going to look into making flag runs through the middle of the map more difficult/predictable. I felt that having the bottom route connect directly between the two bases could prove to be problematic in the future. Any thoughts from anyone else on this would be appreciated. I'm also considering either putting the flags on the upper balconies of the bases to allow last second flag stops from ore angles, or slightly redesigning the bases altogether so that there is a balcony on the opposite side to accomplish that same goal, but also add more emphasis on the bridge side of the map. Any thoughts on this idea would also be appreciated.
Ferrous
This map has come a long ways. The newer version definitely plays smoother overall, though there are a few things I feel the old one had right. I still like red side from the original better (as you know). I'm also second guessing our decision to block off part of the beach. People kept looking for a way around the ramp and ended up driving to their deaths. It also puts too much emphasis on the long stretch of land going under the crate bridge, making the area even more undesirable than it already was. The red ledge stronghold is definitely the weakest of the three. I feel that going back to a more covered structure there will help alleviate this. This will also allow you to bring the ledge closer to the rock jump like it was originally. As for the rest of red side, I still think the hanging platform approach to the design allowed for a more interesting environment to fight in and fit the theme of other areas of the maps better. Maybe finding some middle ground between the two will be best. Aside from that, my only other complaint is being able to easily camp the tunnel looking into the blue trench stronghold. Everything else is just a matter of polishing the geometry for intuitive movement and readability. I'll hop in forge with you later to talk about specifics.
Torque
This map has improved significantly on an already solid baseline. I couldn't find any major complaints on the latest playtest. There were times where the heights of the jumps into the cave from the bottom tunnel felt a tad awkward, and the mohawks on top of the bridge led to a few nerdy fights. There was also a nerd rock on the tree side of our base (forgot the color, right side if you're looking at bridge from caster side) That I was able to perch on top of with a sniper and watch the top of the enemy base. I kind of liked it, but you may want to look into removing that spot.
Quixotic
Not sure what I could add that Duck hasn't already addressed. The map looked like it was still being forged, with entire chunks of geometry missing. Trying to look past this, the map seems to have no definitive landmarks or routes. It honestly felt like it was just a pile of random pieces surrounded by rocks. There was a lack of focus and no defined routes, making it extremely difficult to navigate and learn. I would scale things back a little and think about what it is you want this map to accomplish in terms of gameplay. The geometry of the map has to naturally give players incentive to move to certain areas or through certain routes in order to control the map and its weapons. Right now, there is too much going on for players to be able to understand what it is they should do or where they should go to gain an advantage. The gameplay boiled down to wandering through the labyrinth in hopes of finding someone to shoot.
Kizingo
This map definitely feels better in terms of scale than the previous version. However, as other have said, flag still play awkwardly on here due to the asymmetries.Red side has a clear advantage here due to their flag being in a safer location that is easier to protect, and blue flag being too close to a covered route and the middle of the map. Moving the blue flag to a position comparable to red flag in terms of defense and ability to access different flag routes would definitely help this. Aside from this, there are a few things/areas on the map I feel need to be addressed. There are a few dead end areas that are visually misleading. One is at the end of the bridge on red side, one is the ramp leading up to the fake door by the tree in the middle, and the other is the large indent on the back wall of blue side. All three of these could easily be mistaken as actual routes and cause confusion and/or campy gameplay. The other major thing I think should be addressed is the height of the blue "tower". It has a massive advantage over every other part of the map, and is only accessed by one clamber route from blue side. If you were to lower this area to the same height as the top of the ramp leading to it, it will allow players to access it from the front and back, making it more like red and more balanced with the rest of the map. The only other complaint I have is the sharp angles on some of the streets due to the extreme change in elevation. The two spots I feel are too steep are the side of blue leading into the Ghost tunnel, and the street going from red bridge toward the middle of the map. Adjusting the height of the streets surrounding these areas will lead to less awkward movement and engagements on those slopes, leading to more of the map being useful to players.
Hangout
Personally, I'm still not really a fan of this map. I feel like movement options are still very awkward and forced, as they are mainly seeing band-aid fixes and changes. The biggest concern in this area is the lack of meaningful vertical movement options out of the bottom of the map. The bottom is already undesirable by the nature of the map, and this problem is compounded by the fact that it is difficult to escape when being shot at by those far above you. There is too much reliance on ring jumps and other tricks to smoothly move around, and cover is spotty and unreliable in most cases throughout. The flow rarely goes to the middle tower, leaving players two options to move to another side of the map: risk running through the bottom of the map and struggle to find a way back up, or slowly zigzag around the outer ledges and move from cover to cover. The teleporter feels like another band-aid fix to these movement problems, and becomes a bigger issue in Strongholds. It adds yet another unforeseeable hazard to an already risky position to hold. I think the map could benefit from experimentation with other stronghold points, so as to find a layout that doesn't favor any particular hold than another.
Harbour
Avalanche was never a great map to begin with, as it was essentially two giant fields where vehicles reign supreme, and a single infantry bottleneck in the middle. This remake not only left out key geometry to help infantry throughout the map, but it was scaled much larger than it should have been, with some areas feeling twice as large as the original. A flat vehicle heavy map like Avalanche really has not place in a game like Halo 5. If anything, I would take inspiration from the design and try to create something more original with similar design pillars (U shape, BTB, infantry middle, man cannon movement, etc).
Rampancy
As we all said in the lobby, this map also felt overscaled. I probably spent 75% of my time running around the map trying to find someone before figuring out that all the gameplay focuses on the middle tower. Because of this, the rest of the map became irrelevant. The meta boiled down to slowly climbing the tower, killing anyone along the way, and then camping the top as you wait for the enemy team to start over and try to reach the top. It was just a massive game of Tower of Power. I would look into redesigning major chunks of the map to make the tower less of a focus and rescale the whole thing so gameplay doesn't become stagnant. Vehicle routes don't have to be quite as big as you made them, and the main structure of the map doesn't have to be as complicated as it was. The overall shape and idea of the map showed potential, but it's current state leaves something to be desired.