I think that one of the biggest problems with beetleball rn is the fact that almost all of the movement tech is independent of the map. Was playing with foolian a few days ago and he hit the headbutt grab click jump double p diddy flick tech until his ass was touching the skybox with the ball, and although its cool to have difficult to perform tech like that, the problem is that it's completely independent of pretty much anything. Most tech in the game (momentum transfers, ebb wallhops, the dung flutter stuff, etc) can be done anywhere, regardless of location or even what map you're playing on. This leads to the game lacking variety way more than it should, and the map design matters far less when you don't need to care where platforms and walls are to do tech.
The cool thing about map-dependent tech like grappling hooks or wall running is that it's very intuitive, but it always provides a completely different puzzle depending on where you are. If you have to move forward with ebb, you can just wallhop whether you on gamba or picnic or crater or anything, but if you had a grappling hook you would have to find a wall perpendicular to where you want to go. Just changing your position leads to unique puzzles you have to do in the split second that vastly increase the replayability of using it, while still being super intuitive. It easily solves like 5 problems in ability design that are normally super hard to work around.


