So the problem in my eyes with trials map selection, and why it's such a heated topic every week, is that Bungie seemingly lost the ability to create balanced, competitively viable maps with the arrival of Halo Reach. Hell, even Halo 3 had its fair share of stinkers. When I stop to think about a destiny map that I really like, a map that really works well...yeah I'll be here for a while. Just think about how many assymetrical maps this game has, and we're looking for competitive maps for an elimination mode where spawns do not alternate for some inexplicable reason.
Even the symmetrical maps in this game are only kind of; they fall prey to the ever so popular "functional symmetry" bullshit. Cauldron? Almost, but not quite. Also, enjoy your doors. Black shield? Nope. Again, camp some more with your doors! Bannerfall isn't completely symmetrical either, but that map has some real flow problems going on. Frontier is "functionally symmetrical", we all know how that piece of garbage plays out.
Of course there is also the issue of the over done visual clutter on pretty much all of destiny's map. My character gets tripped up on some dumb step or rock, my grenade hits some low hanging rafter because it fits the design aesthetic, I can't snipe a dude because he has the fucking sun behind him, etc.
Simply put, Destiny just isn't a competitively designed game, not in the mechanics and certainly not in the maps. This becomes painfully obvious when trying to treat it as one with trials, which can be very fun but frustrating for the wrong reasons. Triple sunsingers, cool... The competitive destiny community would be able to do wonders with tops like forge and custom game settings. Until then, enjoy Memento and Frontier today.