Just because a map offered advantages to “both” sides does not arguably make them balanced within the context of how this games mechanics actually work.
Take medlab and weather control for example. Are there bad places for the hunters to fight the monster here? Yes. Do the hunters fight in these places? Under nearly all practical situations, no. Theyll have the assault poke his head around the corner and chip at the monster the entire time- Forcing it to move. If it doesnt move, oh well. The monster is the one on the clock trying to eat wild life to evolve. Not the hunters. Worst case scenario theyll chip until all the armor is gone and then make some kind of move.
Now of course some might say “well the monster could just avoid the areas thatre bad to be domed in! And stay in areas thatre good for the monster to fight in!” Sadly- THese are few and far between. And to be honest, MOST of these areas, with proper dome placement, suddenly become hunter favored. Theres a HUGE degree of power-potential for someone who makes the walls. He decides what areas/loops/nooks/cubbies/etc get cut off or made.
The other big problems, especially on maps like this- Is its impossible to get away. Medlab is in practice basically a giant rectangle. If that dome is on cooldown, the moment you cut from up or downhill to the other, youll be domed. The moment you cut across, youll get domed. Once the hunters have your general location, theyll be more than capable of closing in on you, and more than capable of spreading out enough to cover all possible pathways.
Weather control is a similar boat- Your either “outside”, or youre “in the caves”. If youre outside, the hunters basically have LoS on you at all times. Its a BIG open area. If youre in the cave, well, youre in the cave. Theres only a couple ways in/out, and the cave itself only has a few actual areas. So much as sniff anywhere in there or use an ability to down some wild life, and the hunters will know exactly where you are.
How about the dam, you every try to get away fro ma team on the dam? Youre either on the left side of the river, or the right side of the river. And each side has very, very limited pathways to hide/get away from the teams. Your best bet is to pick a side, down down it, and hope youre evolve-ready by the time you need to cross, which is where youll get domed (Go left as monster. Plenty of mammoth birds, dune beetles, and megamouths to fill up on).
Then you get maps with horrible bottlenecks. Maps like rendering plant come to mind- Where once you cross from north to south, youll be getting domed. Broken hill mines of course, theres 3 zones and all connect smack dab in the middle- Meaning a trapper needs to only situation himself between you and the center- Poof, domed. Broken hill foundry is flat up tiny and has the same issues.
This of course doesnt even begin to touch on the maps with very strong hunter-favored relays. Something nearly every game can come down to if the hunters desire it. The details of the relay mechanic are a whole can of worms in and of itself though for another conversation.
Look at the maps you tend to see in competitive play- big, round maps, fewer forced “choke points” in comparison- Orbital drill, distillery, etc. Theres a reason these maps are generally considered “balanced”.
100%, there are maps that favor one side or the other.