My analysis of the maps:
Zealot:Good. At least this map is a little competitive. Compared to the others, this map should be the shining star of maps in Reach. Has a good map layout and actually works (besides the stupid lifts). Only map with 0% dominant spawns. Red and blue are completely even, and there is no natural destination. A bit small for some gametypes , but still good.
Boardwalk: Bad. Red gets rockets (mostly, blue can luck out with jetpacking) and sniper. Blue gets...shotgun? Red spawn is also by far a better place to control, with two nearby weapons, a better range of the map, and is the natural destination, or the point on the map that people seem to go to naturally, giving Red an even better setup, especially if they get the shotgun.
Boneyard: OK. OK for Invasion and only a little spawn dominance. Really an average BTB map. Vehicles dominate the open ground, and there are two areas for your normal infantry, the holdout containing the Banshee, and the ship contains two power weapons (sniper, rockets) just a little too close to each other. There doesn't seem to be any other natural destination the way the map is spread. The only vehicle intense non-heavy map.
Reflection: Above average. I have mixed feelings towards the map. Blue gets sword and sniper (Assuming blue isn't too slow and red dosen't jet to sniper first). Red gets shotty and rockets. The map really boils down to who gets the top and then holds it the best. Power weapons (maybe the sword as an exception) pass hand to hand quickly. Layout makes the sniper worthless. The natural destination is obviously the top, and its pretty much a bloodbath there. No other point seems super valuable to keep then maybe the lift on the top floor. Overall, its OK besides some one-sided spawns and weapons, otherwise could be a great map.
Countdown: Awful. Even spawns and weapons are good, but this is the 2nd worst map layout. The double lifts are the natural destination, and those are some of the most camp intensive in the game. A sword between them, ON TOP, is pretty much screaming camp me, camp me. Same with the lift trio and the exits to floor two. The only other power weapons are a shotgun on the bottom of the trio of lifts, with a concussion rifle counter on the top middle lift. What the map needs are rockets or a grenade launcher to clear out enemies who are trenched into the top floor's ridiculous amount of hidy holes.
Sword Base: The pinnacle of bad maps. The natural destination, the red lift, is such an influence there is often little reason for people to go anywhere else, and with a shotgun and sword that spawn in places just perfect for camping in the little room. Few areas in the map are actually visited, besides power weapon spawns. It is actually bearable in KOTH and Stockpile, but in little else.
Spire: OK in invasion. I haven't played the normal version of the map too much. The natural destination is arguably the spire, but the area below it (the circle) is where most of the action is. Most of the time the map comes in the form of invasion slayer or some heavily modified Heavies map that works to terribly to describe.
Powerhouse: Above average to average. Besides one of the building layouts, a great, great map layout. What really spoiled the map was was the idiot who was in charge of the weapon spawns. I know the normal sniper, shotty, rocket combo is overused, but they went too far. Blue gets shotty, FR , and GH on most occasions. Red gets GL and rockets if fast enough, and a better spawn. Most are in bad or awkward positions. The gravity hammer is bad weapon altogether. If someone gets to the buildings where the GL (grenade launcher) is, with a Gravity hammer, expect a camp fest. The natural deestination appears to be, quite simply, as high as possible.