Is the team split on maps like 95 and 26 a problem in your opinion because the team that's split might need say 2 casts of Haste 2 to get the whole party hasted vs 1 for the team that isn't split up?
I ask because I think those two maps are fine - when the fighting actually starts, there isn't this huge separation of units like with 4+ jump units on Banished Fort (115).
Speaking of Banished Fort, I think that map, and some others in your 'Cut' category, can be salvaged if we change the starting locations a bit. Some possible changes, if people are willing to make them:
Banished Fort (115): have the teams start in the two other corners. Granted, there may still be some splitting up, but it won't be the huge extreme that possibly leads to quick 4v3/4v2s that we have now.
Bed Desert (82): Have team 2 start towards the middle, i.e. around where Ramza and co. would start against Balk.
Inside Castle Gate in Lesalia (97): both teams starting placement should be closer together. Current placement leads to 2 2v2s.
Underground Book Storage First Floor (57): Have all units start on the bigger half of the map? This map plays out ok for the most part I think.
Zarghidas Trade City (47): Have both teams start in the middle of the row instead of in the corner. (Keep current distance, just place units in the middle, so the fighting is more likely to happen on the ground) (I hope the wording is clear >_>)
Of course, if we make changes to the starting placement, it might lead to unforeseen problems, which would be bad. And it'd take time, and I think most people want a tournament to go underway as soon as possible. So maybe these will be things to consider for the future.
That being said, I think the following maps are all worthy of inclusion:
At the Gate of Limberry Castle (2) (19): This map is fine. It's not super tight, and you'll get the classic melee guys fighting in front, mages casting from far back image.
Besrodio's House (41): I agree with you, if the golden contraption is gone, it's a playable map.
Chapel of Orbonne Monastery (62): I think it's ok, if flying/teleporting units are the only concern. Those units will likely fly/port back up at some point. The (slightly) bigger concern is if a unit without fly/teleport gets knocked off the main stage. But even with that possibility I think it's fine.
Outside Castle Gate in Lesalia (98): This map is fine, aside from the map being incomplete and targeting issues. Very playable though.
And a map I disagree with:
UBS3 (59): Absolutely needs to go. I'm surprised you've even considered it - bottlenecks and the limited movement for 3 jump units, as you've mentioned, make this map pretty lame. Especially the bottlenecks! That's like the whole map. XD
Everything else I think looks good.
Also, what about Arena (116)? =P