I've enjoyed my games on Mayberry. In no particular order, here are my thoughts on the map.
(1) Aesthetics. I like them. The monochrome palette of asphalt, concrete, and road is accented by the rich green of the RttFF trees, which I quite like. It's not as striking as, say, a lava-snow-shadow-dungeon map combo, but it sure is better than anything made with RotV, whose dominant browns I've always found to be ugly. Here the grass tiles are limited to the SoZ, a nice touch.
(2) Left-versus-right symmetry. The left and right sides look (and indeed are) quite similar to each other, which gives the map a rather static look. It's difficult, of course, to construct a map whose two sides look quite different yet which are still balanced (i.e., don't clearly give incentive to always go left over right or the reverse). But the best maps, I feel, do this. Mayberry suffers here. The effect is worsened by the central road, which runs perfectly straight from left to right across the center of the map; and the layout of the Warehouse ruins, which similarly are oriented orthogonally to the players, and parallel to the central road. The incorporation of some diagonal features would help lend a sense of visual dynamism and motion that Mayberry currently lacks.
(3) Glyphs. Mayberry plays best, I think, with glyphs which are relatively powerful but not exceedingly so. Weak ones such as Dagmar don't provide quite enough incentive to bother with the flanks, while strong ones such as Astrid and its ilk leave the center of the map a ghost town. Wannok and Valda, I think, are the sweet spot when it comes to glyphs, or even double Wannok. Our games using these combos have seen most of the map used, which is a strong point in its favor.
(4) Roads and game play. Kevindola is right to point out that those level-2 road spaces do act as 'speed-bumps', making the road less useful for units near the SZs trying to rush enemies encamped on the central hills. But I also understand why those humps in the road are there: to act as bridges between the central asphalt hill and the concrete hills on the sides, making it easier for units to move laterally between them. This is a tough design choice, and I can see arguments either way; but I think the map as it is works. What this design does is encourage units to move first along the roads on the edges out to the flanks, using the cover offered by the big trees to provide protection, if necessary, from ranged camped on the central hills. With the flanks (and glyphs) secured, more options open up for assaulting the middle.
(5) Q9/Raelin/Rats. As Foudzing noted, this Triumvirate of Cheese doesn't break the map. Q9 in particular will find his little robotic CPU mind cursing the layout of trees, as they effectively screen the side hills from the center (even if, as Kevindola noted, they don't do as much to help frontal assaults on the hills). And there are no particularly obvious Raelin perches. All good things.
I vote
YES to induct
mad_wookiee's Mayberry into the
Wargrounds of Scape.