Small maps always work better.
Ngl I have to agree with you there - hl2RP has more content in its CityRP. Though that's HL2RP. Our map selection itself seems to be focused on "quantity or quality" but never both.
If we're going on setting, the isolation (to an extent) is a feature (to an extent) so long as the space isn't just added only to have space. Massive open outlands are toxic to have because they isolate RebelRP and take more people away from CityRP.
But having a place to fall back on, making a gamble due to the dangers lurking within - because you have no other option left - opens up an entire theatre of character options and leads to more competent groups to form since there's less of a tightrope to walk in that regard, and more ways to experiment with. (this is not defending outlands, btw. just advocating for more reb areas that aren't cut off by gas)
Take for example the current map. If you're a BOL target, you're "sort of" fucked. Your only form of safety (without a god-tier hard-to-get gasmask/suit) is a back alley roughly twenty feet from the Combine Checkpoint, which receives the most civilian (snitch) traffic on the server. This is 'addressed' by regulating the Combine's response - but doing this makes the Combine's 'presence' diminish greatly. They are no longer an antagonizing force. They're plastic police. There is the illusion of presence, but few of the gameplay ramifications without the Combine getting an immediate victory.
The issue with a lot of our map selection is that it seems we only have one or the other to work with. Small compact maps forcing a lot of interaction but they slip away from the setting and character opportunities as a result. Or large maps with more character opportunities
but less roleplay.
I would love to see maps that focus on necessities while offering players some breathing room to coordinate. Giving the feel of a living environment, while having many of the same interactions.