Ok, I had a hard time reading your long ass sentences but what I could pull out, I partially agree with you. CTs are underpowered at some points only because a) CTs don't enforce and check/hold secrets and b) Ratio is terrible. This is why I have been discussing ways to bring an incentive for people to join CT and work as a team to control the Ts, but it's hard to give a purpose of joining CT right now other than increasing your KD, as the points reset recently and everyone is speedrunning to the top. ZZL had mentioned before that giving player models as rewards for playing on CT will help, but was rejected as SUB/VIP would not be as viable. In this thread, we also mentioned ways to buff CTs when they are at a major disadvantage due to ratio, but health buffing the CTs will destroy rebelling metas and may make the server unplayable. I also offered a points system for rounds, but the server managers declined because of the fact that giving a points system on CT side would not happen. I don't think a warden system will happen as that denies the purpose of SG's JB: a server where all guards can giver orders, unique to other servers.
Miscommunication between CTs and Ts with orders only happens when there are problems on the server. Ts will start micspamming and screaming only due to the incompetence of the CTs, whether it is not giving orders, not opening cells, or breaking the rules. I do agree that a lot of the times the Ts overexaggerate, but it's only due to the competitiveness on the T side and how they want to get points. Maybe giving more strict guidelines on who can be CT (like a longer play time or a certain amount of points) can help reduce the amount of rule breakers, delayers, and micspammers.
I really don't think these maps have to be removed, it just relies on how well the CT team can control the Ts. On maps like electric, before opening cells, you can have 1 CT go garage and clear awp window, 1 CT go pool and clear scout secret, and 1 CT go showers to hold VIP rushers. Then you would have the rest of the CTs enforce the rest of the Ts so that they follow the orders. Proper CT communication can lead to the team's success; having CTs enforcing all the secrets and paths to rebel at all times will make it a lot harder for Ts to rebel. The constant abuse of the "freeze, crouch, knife the ground" order causes a lot of chaos in voice chat, so refraining from doing that will allow CTs to actually give orders and enforce them.
Another problem that can be fixed is the overall stacking in secrets and armory. During rounds, you really only need one person in/near armory at all times (or 2 if it's a heavily populated server) and one person each in every major and heavily damaging secret (scout secrets, awp secrets, etc). The constant stacking of 3 cts in awp secrets make it really hard for CTs to enforce orders and overall degrades the gameplay performance of both teams, as you would have so many CTs blocking up secrets for rebellers and so little CTs watching the main group of Ts allowing them to rebel.
Basically, in summary, we need more skilled CTs and CTs who want to improve. Having CTs that either don't enforce, lack the skills to enforce, or don't know the rules is really taxing on the CT side, especially since their numbers are limited. New CT players are fine, but only if they want to improve as a CT, as in giving meaningful orders, enforcing, and trying to win rounds. CTs only improve by playing the game correctly: without trying to be a good CT, you won't be a good CT. It is also the responsibility of the T side to allow orders to be given instead of complaining/screaming about one measly freekill in voice chat, instead of taking it up in text chat. I would encourage more experienced players like @chy to step up and play some CT so that the CT side doesn't get royally fucked every round