From a map-maker's standpoint, I really liked seeing maps in this update that were widely praised in the community, and that had very varying gameplay spaces. I really do see Suijin as a gamble in its methodology and layout (aka don't clip if you don't have to, large height differences and a full secondary area in a KotH map), and I'm happy to see it and the other implemented maps play well on Valve servers. Quite obviously, the packed content was a big letdown, but I could understand it if it was pronounced as a decision to save space.
From a non-map-maker's standpoint, I really enjoy the variety that this update offered, as well as the sheer bulk of it. PL, KotH, A/D CP, 3CP! I see the addition of more tours as an exciting new way to add variety to the game to players that aren't as inclined to play unofficial maps. I'm also excited to see the implementation of changes both to weapons and to the graphic elements of the game to cater towards competitive.
Personally, I see weapon skins partially as an effort to revitalize TF2's marketplace. CS:GO certainly showed that a thriving market meta can make a thriving game.
Remember how the TF2 and CS:GO teams share the same office space? It's funny how things work out.
Frozen, by this...
They (that is, the people I have talked to) don't have answers to the questions regarding what will happen to the maps at the end of event.
...do you mean that there is possibly an answer to those questions, and that some members of Valve don't know? Or do you mean that the answers remain undecided by Valve as a whole?