Under:
I don't the think the issue is the lack of navy. Although I see that allies have one pill box guarding the whole coastline while soviets have two FTs (this is a small but good place to start). I don't think the coil is to blame either. Most of the time I've noticed that the Killing of the PP is a game changer for either side. If the soviets lose theirs Phase Tanks can spam their base. If the allied PP dies the Soviets can see where to aim the kovtillary and Mammoths, or where to sneak in as a flame solder to do some major damage. Keeping the coasts somewhat open for back door attacks is a game changer for sure.
Seamist:
THREE WORDS
Soviet Starting Credits
When the match starts allies lay mines, artillery attack Soviet defenses, I've seen seen s successful tank rush to a coil. If the soviets had enough money for an RS or Caps from the get go, the allies wouldn't be able to intimidate the soviets for the first 5-8min of the map. So by the time allies lose those starting Tanks and soviets can finally afford some some bigger tanks, allies get more tanks.
Allied RS isn't that big of a problem late game if there were a few V2 launchers or some captains on the ground. Late game seamits is usually buy mammoths and demos.
Suggestion remove some trees around the entrances of the Soviet base to allow v2s to hit the allied hill.
Guard duty:
Not much I can say about this map except Soviet rangers can mountain climb and bypass allied defenses ending up behind the WF, or that early flame soldier rushes through the refinery tunnel work very efficiently.
Keep Off The Grass:
My guess is that allies are surrounded by cliffs leaving the base to almost a 360 degree attack opportunity for Volkov to artillery the base. (Or that the allied war factory is guard by a single pillbox) not sure.
Pacific threat:
This One Is Easy. Sam sites have a huge range. As allies if I try to counter a sub with a Long bow I end up being shot down by the Soviet SAMs (they cover the other half of the map). Also submerged vehicles are nearly impossible to kill from the air. Stolen soviet subs are neigh impossible to kill, lol. But seriously thieves on this map are annoying. My other guess would be sneak attacks from flame infantry.
Bonsai:
Maybe move up the soviet war factory Or swap places with the radar so as to spread out the base (since the allies base is wider). It would reduce the threat and complaint of flares, but also give allies a more legitimate way of winning besides a lucky flare. As in the current Soviet WF placement is out range for many artillery strikes (unlike the allied counterpart and V2s).