Unfortunately, the reason the maps are so much more bland in Awakening is a result of the reclassing system.
In the older FEs, you could design a level knowing EXACTLY what type of units you were going to have, and deliver a tight, controlled experience that allows you smart players to capitalize on unit strengths. A great example is like, Chapter 13x in FE7.
Fog of War, defend chapter, where you start on the middle island.
Up to this point, Oswin has seen some token use, but because Ch.12 & 13 are fairly large, other units have been more useful. But then you get a defend map, and as a Knight, Oswin thinks "THIS IS MY TIME TO SHINE" and he blocks a bridge like a goddamn champion, and is an impenetrable wall.
You can't do that with Awakening as easily, because there's a damn good chance that MAYBE OSWIN IS A PRIEST. (Taking a Kellam reclass option as an example)
So instead, Awakening got big square boxes filled with enemies, and focused their 'feel-good' moments into character cut-ins for crits, skills, etc. and making the combat feel as awesome as possible. That's not necessarily a bad thing, but it's just DIFFERENT, and maybe not what some people prefer.