So while I have had to resort to Tabletop Simulator, pretty much exclusively and this might skew my answer, my opinion is as follows:
I love the look of a complicated terrain, from a world-builder and story-aspect. I like the look, it drives my imagination, and feels cool.
I prefer the practicality of cleaner terrain, from a game design and playability aspect. If you look at maps for video games in particular, you will notice that successful games have fluid and clean map design. As we can see in the European example, the terrain is simple and akin to a video game. It is practical and functional. I can check LOS far easier than I would be able to on a "true-hive map" which makes it easier to play. The lower density also creates easy access to creating "zones" in your games where you sort of script where battles will usually take place as people fight for certain tactical positions.
Not to mention, there is less to block-out and think about in the EU map. The Murrica Map will only have about 30% of the map used at all in a single game, so there is wasted design space happening. No one is going to hop up on that T shaped building top. And since IRL terrain is modular in nature, you can keep the games varied with simple placement of the terrain as you make sure each terrain "matters".
On Tabletop Simulator, you have "less freedom" to modify maps real quick before a game and so you tend to have a "map pool". My playgroup on discord has generally stuck to a few maps because they just help the game along.
A note on scatter terrain: I am assuming that both map examples do NOT include scatter terrain. Scatter terrain, in my mind, being a variable that is applied during map building (IRL).
Huzzah for my incoherent thoughts,
Commi