Yeah, quite a few maps just feel kinda odd on Tower Control. I'm thinking of Saltspray Rig in particular with this one; having the tower's path so close to the spawn points makes it a bit too easy to defend your side once you get a lead (and is it just me, or can chargers shoot the tower at damn near any point along its path from the spawn-platforms?). It just seems kinda odd, Maybe I'd like it more if the tower started in the topmost area (seriously, that part is underutilized) and have the paths end where they currently do. Walleye feels kinda weird here as well, since it's so easy to overrun the center, stall out the timer and just win like that, but I'm not sure there's an easy fix for that. Urchin Underpass just ends up being defend-the-chokepoint or keep-them-away-from-our-chokepoint, I don't like it. Port Mackerel is odd too, it's heavily chokepointy, but it has so many avenues to attack from that I'm not sure it's such a problem as it is on Urchin Underpass, but I still feel it's too easy to get overrun. I only played on Arowana a few times before getting random-selected to a different stage forever, but the few games I played on it I didn't really like much, partially because I kept getting pushed into the water by the tower (which travels over water for a bit. Not sure if I like that, but I don't know if there was a better option there, going down along the ramps doesn't seem alright to me for some reason) and partially because my teams kept getting overrun at the last minute. I didn't get enough time with this stage to say I like or dislike it, and my experience on it hasn't been really anything one way or the other, so I dunno how I feel about it.
A few maps are alright by me though. Blackbelly Skatepark feels like what I'd want Saltspray to be like: it's a long path, but it ends close enough to each side's spawn point that comebacks are possible. Also, having the tower start atop the big center tower was a neat idea, I liked that. Bluefin was actually rather fun, despite being chokepointy. Kelp Dome was also nice, its hugeness opens up a number of ways to attack the tower at any point on its path and it ends pretty close to the spawn points. If I haven't mentioned any of the maps here, I haven't played Tower Control on them.
The fact that I can honestly say I don't enjoy playing this mode on some stages makes this definitely my least favorite mode in Splatoon. It's not that I have a problem with it mechanics-wise, though maybe the tower could go back to its center position a bit slower unless the other team's got it, but I hate some of the tower paths on some stages.
Also, is it just me, or are Blasters really good for splatting people riding the tower? Because those get me 90% of the time when I ride it.
Alsoalso, I wish we could choose which ranked mode to play. That's probably only tangentially related, but I thought I should mention it anyway.