There are 3 major features which create mod personality. They are strat map, units(and balance), and traits/retinues. Strat map is the first features to player's impression about world of RTR. Which tone strat map's texture you are planning for? Bright and lively like in RTW and M2TW (both different in sea which RTW mirror clear give feeling of classical marble which different from enigmatic Lovecraftian sea of M2TW?)? Or want enigmatic and gloomy feeling from dark tone world like in EB?
Which kind of tone you want for strat map, Muizer?
I'm not sure that's for me to decide. I can make some suggestions about what I think would work best though. I think it's important to emphasize that the map is strongly influenced by a division in watersheds as landscape units. The typical unit consists, in transect, of mountain peaks, rocky mountain sides, densely forested footslopes and more open/cultivated valley bottoms then up the other side in reverse order. It is important that these sections are very distinct in texturing as well as vegetation model placement. (For the battlemap, that requires some trickery, because vanilla will put forest on the valley bottom
) For reference, I can only say that the RTW vanilla textures are much more suitable for this than the M2TW ones.
I think either gloomy or bright could work. For VII we used slightly desaturated RTW vanilla textures, which gives the map a "look from space" palette, but I think a more saturated and more contrasted texturing (as per above) would give the map a more "close up" feel that could be really nice.