Recons, Rockets and Missiles all run on Tires. That means that on any terrain other than Roads, these units have a tough time moving around. Always have Roads!!! Tire units also move smoothly on Shoals, so have those around, too.
Also...don't make Roads perfectly straight, it looks boring that way.
Finally, only one CO benefits from an overdose of Roads: his name is Koal/Chakka/Zak. If you're playing AWDS, don't go overboard on the Roads for his sake.
Urban tiles (buildings) are also good for tires. But you shouldn't have too many of those - there'll be a cash overflow if that happens, and you'll fuel Colin, Sasha, Hachi and Kindle/Candle/Candy's CO Powers.
There's that, then there's Airport/Ports.
There are three common mistakes made when making naval and aerial maps:
#1: Never put a lone Port/Airport in the middle of the sea. If you do, T-Copters and Landers won't be able to land Infantry and capture them. This is especially bad if said Port/Airport is pre-owned by an army. Put at least one Shoal around the Port/Airport.
#2: Never do this:
All Orange has to do is dive the Sub on the lone Port, and Orange will never lose. If only Blue had a Port or Cruiser! A similar thing can occur with lone Airports and Stealth.
#3: Never completely surround a Port with Shoals. If you do, non-Lander units won't be able to get out.