Another insidious thing is that there is no guard between some zones. Even an experienced eye can't always determine where there should be guard and where there shouldn't.
What's more, the terrain of an adjacent area can turn out to be identical to the one you're coming from. Although this happens on all templates. And what should I do if I end up on an adjacent respawn with the same terrain type, especially on Jebus Cross, especially if a ramp vs ramp is being played (and they turn out to be neighbors).
There are essentially no rules for Balance and its add-ons (only for starting options). And the template, in principle, is not a tournament one (precisely because of frequent bugs), it's just that foreigners play it out of habit (it's in the same position for them as sm-ka was for us). Just now I generated two maps — both turned out to be bugged. On the first one, one road leads straight to a minotaur horde — a disaster for the game (on sm-ka, such a thing gets rerolled), on the second one, there's a missing passage into sand (absent). And I played recently (on a conditional schematic drawing) — a teleport appeared in the mountains and created a bugged passage to me (the red Inferno). I can see that it's a bugged passage, but I don't tell my opponent (since I didn't want to reveal my location), and I wait for the right moment when he appears in the teleport to tell him not to come to me. But the opponent killed the guard very quickly and ran straight to my main town, and I didn't even have time to write anything. And the map is revealed as a result, too. And there will be many variations of such situations on Balance. That's why the add-on rules for Balance need to be seriously revised, or this template needs to be replaced.