1. What is your favorite map and why (in terms of gameplay)?
In regards to gameplay, Map 1, though visual Map 2 is better. Map 1 has a much more merciful distribution of chests, allowing a player multiple opportunities to at least gain something. Map 2 has chests so far apart if you go for one chest you're not likely to reach others in time, mainly due to the large amount of skyscrapers, which hold most loot at the top forcing the player to spend large amounts of time climbing.
However, Map 2 does have the advantage of more landmarks. In Map 1, I would often maybe overshoot a turn, and would get lost in the woods, because most of the things in the woods (Lakes, woodland, large trees) are found everywhere on the map. In Map 2, the distinct buildings allow a player to navigate better.
2. What is your best tactic when you play (on both of the maps)?
Map 1:
With a team, I suggest holding the center, or a large group of chests elsewhere (Map 1's boat, for instance). Only scavenging nearby for chests, then restocking at night, and setting out for other payloads.
Without a team, I recommend rushing to grab loot out of one chest, then heading east (Right when facing the tower at center) to hit up one of the large tree chests and the boat, or at least the castle island. From there I basically scavenge, trying to remain close enough to reach the center when the opportunity arises.
Map 2:
With a team, hold center. Period. Scavenging allows other teams to take root there, and the other players will eventually come close as they look for an opportunity to raid the center at night, or are brought together by deathmatch.
Without a team, I rush to center, grab loot from one chest, and head to the suburbs given its chests aren't far apart due to climbs. From there, I simply scavenge, as I haven't worked out a good route.
3. Is there something you would like to be changed in the vanilla version of SG (on the map itself , not these servers)?
With the Yogscast SG, the chests near the player were an interesting element. The only disadvantage there is a weapon means that player is instantly ahead. If you could provide some basic randomized items (No weapons or tools that can be used as weapons), then no player would be entirely unequipped.
Note that a element such as basic gear is not at all near necessary, but could provide an easier time to players who have a harder time with the games.
4. Is there something you would like to be added to SG, and why?
Perhaps a few obstacles that occur as you get later into the game (Portions of the map being set fire to, floods, constant rainstorms, or increased mob spawn rates.)