One important point I wanted to address is that Gaijin’s attempt to improve light tanks through reconnaissance is a problem.
Gaijin has tried to compensate for the disadvantages of light tanks through the reconnaissance mechanic. However, the disadvantages vary from light tank to light tank; most have very poor armor, but many have very good mobility, others have good firepower, and others have good survivability. Some are very similar to medium tanks (TAM → Leopard a1a1, Ikv.91 → Leopard 1, DF-105/Clovis → AMX-30, Leopard) in terms of their performance, but there are others that are extremely different from most other tanks in the game (M18, Fiats, BMP-1, Bradley, etc.). Nevertheless, ALL are buffed by the same mechanic; I think this only fairly compensates for the disadvantages of some light tanks.
Instead, the map design should allow all kinds of tanks to exploit their advantages, without any hypothetical reconnaissance and drone mechanics.
So, there should be advantages on all maps for highly mobile tanks, for tanks with good cannons, etc. Above all, this would also help medium tanks, which actually play a bit like light tanks but still don’t get to enjoy the reconnaissance mechanic.
For example: Today, the DF-105 has the reconnaissance mechanic, but the Leopard 1 doesn’t. The DF-105 is essentially just a Leopard 1 with a worse shell but a better reload time. Both play very similarly; in fact, you could argue the DF-105 is even better. If maps were designed to give mobile vehicles like the Leopard 1 or the DF-105 gameplay opportunities, both would benefit equally, and there wouldn’t be an imaginary line between medium and light tanks that would grant light tanks an advantage that relatively equal medium tanks don’t get.
So, in plain English: Good map design could allow tanks to take on roles based on their stat cards, rather than pressing them into one-dimensional categories and simply giving all light tanks a mechanic.
Likewise, Gaijin has already desperately tried to give TDs an advantage through mobile ammo reloading. What many of these tanks really need, however, are varied maps where they can also play according to their tank design.
For example: Does the ammo reloading mechanic help an IT-1? Yes, absolutely, it can simply stay in cover! Does the mechanic help an ISU-152? No, at least not that much, because it has a 27-second reload time anyway and will very rarely run out of ammunition. What’s needed are maps where you can use the ISU-152 as a casemate tank with huge gun and reload properly!

