I don't believe any tables were "planet bowling ball" with no LOS blocking terrain, ruins etc. Since having the more terrain at Nexus (thanks again Cory) we haven't had that issue in a very long time.
I understand that there are a few people who prefer GW layout, or the WTC layout and as I've said before, that seems to be the people who (from who has commented on this thread) generally end up in the top five of most tournaments.
I know that perhaps the way I design tournaments at Nexus, including how terrain is done (more narratively) runs counter to the "competitive experience" that some people prefer. There was a time that tournaments were run solely that way in the past before I took over the T.O. role at Nexus (more competitive minded). For those with long memories, that way of doing things unfortunately led to a situation that resulted in a decimation of the 40k community locally whereas we couldn't even have enough people to run a tourney.
For those with shorter memories you may remember a couple other game systems which had a decent following at Nexus, went very competitive, and completely gutted their communities. (I'm sure Mike who was saddled with a LOT of stock no one then wanted remembers this well).
I'm not saying that any one decision surrounding terrain, missions, tourney structure, prizing etc. led to that situation with 40k. From what I've gathered it was a combination of several of those things together. This is not to disparage those who ran the tournies before, I played in them and I enjoyed them and it really taught me how to play, better my painting etc. and I have respect and thankfulness towards them.
I put things in a different direction intentionally based on a successful tournament I attended that ran in several cities in Canada. They took a very different approach to prizes, terrain, missions and overall style of tournaments that spoke to me.
You see, when I was part of the "competitive" mindset, I played competitively, and frankly didn't much enjoy the player I was turning into. Where winning was the most important thing. It's one of the things I still have to watch I don't fall into again.
So I took this approach from those tournaments, put it in place here (we were starting from pretty much nothing, so there was nothing to lose trying something different) and it worked well. Aside from the Covid kick every community got, we were going pretty strong ever since.
I am NOT saying that the way I run things is the best way, or the only way. It's just the way that tends to make the most people locally happy, from what I've observed. It's based on the majority of attendees having the most fun, getting the chances at the best prizes same as everyone else and everyone being at least able to have a tourney experience they enjoy.
So what is this all leading to? TL/DR as it were?
My hesitation to go that more "competitive" route with tourney structure, terrain, missions, prizes, chess clocks, etc. is based around wanting to have my tournaments be an inclusive experience that caters to the majority, not just those who podium. I am again NOT saying that how I do things is the best way, and I'm sure there's lots of room for improvement, and I'm certainly not advocating for any tables with not enough terrain on them. Just wanted to throw out my perspective so you don't think I'm just resistant to an idea without putting thought into it first.