It is very much related.
On a bigger map you will have longer sight lines, ideally more hills and terrain variation in general.
On a big map, you can take up position for an ambush, fire AND MOVE AWAY FROM IT.
Currently, even on maps with decent hills for hull-down fighting, you do not really have a lot of room to reposition after firing making your position very well known to the entire enemy team. There are of course exceptions - Fulda, Sands of Sinai, European Province, Fields of Poland, Maginot Line (7.7+ variant).
Some of the smaller maps like Tunisia, Second Battle of El Alamein, Conquest4 Hurtgen also allow this as well.
There’s a few 9.7+ maps that look neat, but I have no experience with them yet.
However, of the listed maps?
If I’m playing my Centurion mk3 or tiger Is, I end up scoring far better on these maps than in city knife fights. Especially with the Cent Mk3 given its thin armour and main advantage being the stabilizer and reverse speed (I wonder what technique led to those two becoming a mainstay after WW2 british tank designs…)
As for driving speeds/match speeds… As Schindibee somewhat implied:
We have Arcade, Realistic and Sim modes.
Arcade is about quick paced fast combat. Sim is about long-term perspectives and emulation of real life. Realistic should be a balance of the two, yet it leans more and more towards arcade.
Air RB was butchered into being an Arcade+ game mode with the airfield/objective placements and match length changes. GRB is being moved towards being “Arcade without markers” as well with narrowing of battlefields and the like.
Smaller maps => You drive towards enemy and get stuck hull-to-hull with your friendlies unable to do anything as you lack the armour to survive a shot and lack the mobility & size to whiz behind the enemy line. Maps like New Holland turn into incredibly boring “enemy knows where we are, we know where enemy is. So we just sit here doing nothing as the only option we got is to drive into enemy guns.”