Forum is making me break this into 2 posts.
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Hi Wilford,
I watched your video. I commend you for trying to critically engage with map design, but in short, I don't think what you talk about is what makes shatter broken and bad. In fact I think some of the changes you suggest would make shatter easier to stomp on (if that's your aim to) because it reduces opportunity to utilise line of sight to hide.

My personal opinion is that ffxiv players on average are bad at frontline, and they are very bad on shatter.
The map is best used in a combat style that is unintuitive for players that are used to seal rock & onsal - you need to methodically wait for an opportunity to build BH and not put yourself in unfavourable positions. It punishes mistakes brutally, because as you can see most big ices only have 2 exits (except for mid).

I also think that you are starting to see how the map can be used to effectively, which means you are also able to see how to counter, but maybe haven't made that leap yet.