Took some time this morning to look through all your maps. Some aesthetic favorites are Cyprien's Cove, Scavenger's Folly, Barrendome and Contrast.
I was thinking about your recent work on 3-map sets and my own collection, where I've generally sought to have 1x of each release. What maps would you suggest to present the most competitive map options simultaneously? My feeling is that TJ or road sets are used most frequently as they provide benefits to smooth melee vs range matchups - TJ provides defense, road provides speed. And philosophically I think there's a minimum separation between armies so that you give players an opportunity to strategize an opening so that the first initiative roll doesn't decide the game. It would be lame to have your ranged figures become engaged on the first turn of the game. I think that minimum separation is somewhere around 12+ hexes (not a hard and fast rule), or the threat range of top tier figures like the Krav, Q9, MW, etc).
Using the 3 set Exposure lineup (which uses 2 MctB) and an RotV+VW (like Radiator Springs) nets 4 maps.
I think Ayrwode's Bluff (RotV+RttFF), Ticalla Sunrise (SotM+TJ), and Contrast (BftU, TT, VW, FotA) would be my preferred lineup. Those with MtcB could swap in Waste Treatment Facility (SotM+TJ+MtcB) for Ticalla Sunrise.
Huge sidenote: with the AoA terrain release, any thoughts? I noticed only one RotV+TJ map in your list: Ratcatcher.
Another sidenote. In my mind I've been playing with the idea of lava start zones - I'm not a fan of seeing 5 squads of 4th or 10th in a start zone and having them all sit there waiting to replenish front line troops. And just in general any build with 5 squads reduces some of the fun factor for me and makes playing a grind. With a single VW you could make almost the full start zone lava providing a soft penalty against those who utilize the full SZ size - which many TDs restrict anyway to guard against the same thing. I suppose you could even use molten lava too for a fully VW SZ. I could see a SotM+VW+BftU mix playing well into this idea: lava SZs with development onto swamp water (lose height but get off lava) into shadow (defense boost to help offset being off lava "height") into a variety of height/terrain with 12 hexes worth of LOS blockers.