If anything, the maps seem better suited for the higher player count, given the lower ttk at this time...with the exception of Uptown because of the limited routing and chokepoints therein, but I don't recall ever seeing it in rotation.
There's no way to play strategically when the map is filled with enemies and teammates that are spread-out way too randomly.
It doesn't feel the same at all.
If a team was poorly spread out given the circumstances, like going against a team with a bunch of snipers while your team had a bunch of a's huddled in a group being chipped and picked off, that would be bad... I suppose it would be random to newbies, but with a higher player count, you can spread out, covering more area, while at the same time able to help a team mate.
I think most of the maps are very accommodating and forgiving in this regard; the whole team doesn't have to create a bee line to move around the map, as the pressure to survive is lessened in general (as long as your team acts like one).
I think that's why I like the higher player count. Because there is less focus on particular players, the focus on taking advantage of terrain is more valuable where spreading out is much more efficient with more players. It also makes playing specific mechs/roles less overbearing,yet still manages to keep their importance intact.
I also like the fact that there was more back and forth movement along the map between the two teams.