Kash says
Here are a few line of sights for people to check out on the official maps, and those are just a few I can think of on the spot without going in game and pointing them out/having something to look at for reference.
Veil -
Overlook > Sub access
System waypointing > Y-Junction
Cargo
Summit -
Flight control (pretty much all of it tbh)
Crossroads
Crevice
Atrium
Descent -
Hydro (east to west)
Plaza
Water Treatment (north to south)
Biodome -
Seeding (north to south)
Falls (multiple)
Platform
Tram -
South to North tunnels
Mezzanine (east to west)
Logistics to repair
Jambi - (I know its not official but still, its played like it is)
Skylights (east to west)
Shipping
Electrical core > skylights
Summit - Very marine sided map
Veil - Overlook to sub doesn't really give you map positioning, its quit out of the way, System to Y can easily be bypassed quickly via vents or going around nano, cargo is only very open if you get to the outsides or southern area, the northern you can easily be ambushed when entering.
Descent - not really played often, like a larger summit but base rushing is much easier due to lanes being more difficult to cover and the vents that are setup.
Biodome - seeding is suppose to be a marine natural and its already very easy to ambush entering the room and leaving, and you cant really see it to be honest, many barriers that break line of sight, Falls and Platform are both marine sided but then again so is the map, it requires much more strong team play.
Tram - N/S tunnels are also very easily to setup ambushes in between the rooms, line of sight is only very good in specific spots. Mezzanine is a marine sided room generally which gives marines a strong foothold if they manage to take it. Logy -> repair only gives line of sight when lane blocking really, you cant really cover the power or rt from that view and forcing the marine into repair allows for easy ambushes.
Jambi - skylights doesn't really do much on the map if taken, it gives you 2 rts but if crushed is hard to reinforce from gravity due to distance. Shipping is right outside of the marine base, it would be incredibly easy to keep marines trapped in their naturals if it was at all alien sided. Ec -> skylights is the same as skylights, it really doesn't do too much, taking the right side of the map is much more rewarding as well as harder as its in general more alien favored.
I haven't played the new iteration of docking2 but in the previous one a large problem was that the map was simply too large and too open, it was like playing eclipse with larger hallways and occasional tight corridors. On top of that the southern side in general was horrendous; every room was extremely open with very little ambush spots and when they did exist they were made pretty poorly, it would just be a straight wall separating rooms per say and if a marine prefired that, you're fucked.
Large rooms aren't terrible in general but to make it more balanced they either need to be kinda of out of the way and difficult to backup if lost or like have an area that aliens could ambush in between them and have that area created very well.
Yet again i haven't played the new iteration but i hope that gives a bit of insight as to why the spots are included and why they don't matter as much as you honestly think. (Some of this may be wrong, kinda just threw it together)