Title. When the arena is too small, there's no way to separate players from each other, they're always within heal stack radius, turning the match a pure measure of GvG throughput, the better ball group wins in a landslide.
The larger deathmatch maps we have make it harder for players to focus on staying balled up, easier to bait opponents into splitting off, room for sweatlords to carry an outmatched team by brawling 1v3 so their teammates can clean up 7v5 on the other side of the map, etc. Not perfect but less balling means less likely to be lopsided.