I think the main problem with Saltspray is that they tried to adapt a map made for Turf War into a map made for Ranked. In Turf War, I find it a fun, unique map, the giant area at the top brings a new focal point into play, while the narrow passageways and many sniping points give it a lot of variety. Yes, the ledge peeking may be a minor problem, but I find it negligible. The rotational symmetry works well for TW, given the fact TW makes the entire map useful.
In SZ, the map is somewhat crowded and awkward. You are given very few ways to enter the zone, either climbing the wall, dangerously walking up the hill, or going around and taking time to try to flank the other team. Plus, the mode does not use either the bottom, smaller area or the large, upper area, and instead focuses on the crowded middle area. All in all, it is just too crowded for the mode.
TC would be fine if not for the fact that the tower starts moving towards your base. It should be that the farther one goes in TC, the more dangerous it is for the attacking team (as it goes closer to the opponents spawn but farther from yours.) Instead, this reverses the trend, and the already crowded lanes of Saltspray and the awkward angles to shoot the tower make it a poor choice in the mode.
RM suffers the same flaws of Port Mackerel and Blackbelly Skatepark, the main path is too narrow and short. 80% of the time, people try to cross through the bottom lane, which is a crowded mess of boxes and turns. Have fun dodging attacks here, especially the blasts from the Rainmaker. Secondly, the path is so short, it makes it too easy to score points.