I wasn't trying to shit talk you lmao and I don't see why you are bringing up stats in 2018 - especially when try harding is pointless nowadays with lack of a true competitive mode.
It should be obvious that superheavies/heavies are far more annoying to deal with now than in the past because of the corridor-like design of maps. Take for instance, using the same maps, prok.
Prok 1/2 now has a ridge that allows both super heavies and faster turreted heavies to be effectively hulldown in complete safety. In addition the second set of bushes down the road indirectly buffed heavies as well by providing significantly more camo. 9/0 now has hulldowns for the north and south spawns, when it previously didn't, making trades super safe now and concurrently a stale map to play. You can go 1/2, middle, or 9/0 and effectively control 2/3 of the map just by sitting there.
While the changing meta (aka the introduction and overbuffing of new tanks) have a part to play, the core issues of gameplay are magnified by the changes in map design to make the game significantly more safe to play.
Erlenberg - 1/2 and 9/0 are even worse to play now than it used to be as you get fucked by anything in the A/K lines. Once again, magnified by the changes in map design that makes tanks significantly safer to play near the base. Sit in A9? You control middle and 9 line. Sit in middle? You control the side you are safe from getting shot from and the area in front. Sit in 1/2? You control 1/2 and middle.
When one spot can overlook 2/3 areas of the map, an open map effectively becomes a corridor because you are forced into (typically) 1 of 3 positions. Proper map design can easily make the staleness of what occured in ranked disappear - and consequently the overdominance of superheavies/heaviums - entirely. The best example of this, or at least a map that comes close, is Stalingrad and the new Pilsen. No single tank class truly dominated as there were areas each could go to and be equally viable. The only real issues with the maps are the extremely safe corners of the map and the lack of flexibility in middle and 9/0 because if you are caught in those areas, generally you ended up being fully committed.
FFS. There's so many ways you can solve the problems of the game by map design alone. If map sizes are an issue, there is nothing stopping them from making them bigger. We have evidence from T8 Grand Battles (or w/e the mode was called) that allowed every tank class to be viable in each individual zone AND negate a lot of the OP nature of certain tanks purely off of map design. We also know this game is an arcade game. There's nothing stopping WG from having different layers/levels in the same map and it's vastly better than changing irrelevant issues (the shit pubbies complain about).