I've been playing BFBC2 Rush the last week with a bunch of friends and the BFBC2 experience is so much better thanks to the map design. Consoles got severely FITA with BF3.
I wouldn't exactly say that. I think the issue with BF3's maps in general (and I'm talking Rush here, can't care about babby's first objective mode since it's 3-4 flags on consoles which already shoots itself in the kneecaps out of the gate) is the lack of flanking routes or routes that the attackers have the ability to get to but the defense can't. Or routes that you think be able to be out of bounded but can't (Seine attack left side-flanking can't do that unless you time your sprint through out of bounds and break a few windows to do it).
Whereas BC2 Rush had a bit more open and a bit more liberal use in being able to out of bound antic and flank.
Then there's questionable design decisions on some of the maps: There's no reason the attackers shouldn't be able to go up to street-level in Metro and have the ability to come near the objectives while having the high-ground while the defense would have the high-ground from the Metro bottom in third set.
Armored Kill gets around this issue by being extremely HUGE but the issue with being extremely HUGE on consoles is pop-in and too few players (the one time 64 players on a map would populate it a bit) with very little cover to let players be able to stealth and flank. It opens up sniper possibilities which is nice as Sniper-Recon was gimped in most of BF3's maps but there's very little protection from snipers in most of Armored Kills maps outside of counter-sniping which breaks Rush.