I figured a lot of people just think "I want to make a map for this video game" without understanding that it is a very difficult and complex game design problem with dozens of different factors to consider. I don't think being good at the game or playing in tournaments has much to do with being a good game designer. I could try making a checklist but I don't know how much good it will do because people on FAF are constantly disagreeing with even the ideas I consider to be the most simple and least controversial. This is partially my fault since I am at times trolling about things and other times very serious and people do not know the difference.
I am so passive-aggressive about it because I've spent years playing maps on ladder that I do not think are very good. It seems like anyone can throw together a map with little effort and it is guaranteed to go into the pool and I am forced to play it for months. I feel like the people choosing maps don't know what makes good maps, the people making maps don't know what makes good maps, and the players don't even know what makes good maps. There must be some level of standard game design principles that can be applied to judging maps so that maps with unclear mechanics, too much complexity, or have nothing valuable to offer can be excluded.
I think you spend a lot of time on your maps and try to consider most of the things you should be considering, more so than most other mappers, and I appreciate that. Mauve happened to become a particularly unfriendly map to play due to the multiple inconsistent and "hidden" edge building locations, the complexity introduced by civilian structures in middle, hostile flak next to the base, the large amount of tree group reclaim that needs to be incorporated into the build order, and unusual mex layout in general. All of these factors combined means a player will often not understand the map or severely mess up their start and be out of the game. I think it would be a good practice to limit yourself to just a couple of these things per map rather than including them all in one map because it quickly becomes overwhelming. (don't include edge building, significant tree reclaim, civilian bases, hostile units, and weird layout all in one map, just pick one or two factors).
All of this only applies to ladder maps which are made for competition and players are forced to play them. If people want to design maps outside of a ladder context then they can do literally anything and I will not be bothered by it.