The drawback of the cloth map is that impassable tiles are barely visible.
On the 3D map you can see the very faint grid outline and usually deduct if this is a "real square" or not.
Forests and resources on the CM are very good but hills/mountains are very bad. You mostly just guess what's a hill and what isn't.
The 3D map is basically for the pretty pictures and screenshots but actually play on it? How would that work?
I have tried once to find the "hills" graphic and replace it with a completely anonymoys and always identical hill graphic so that hill tiles would be visible. Needs more experimentation, though.
"Cliff" also needs a better visual representation of no-go.