It's really not true that high-connectivity maps give even starts though. They really don't unless the map is balanced for the number of players, and that's very often not true when you're dealing with the numbers recommended for popular maps. E.g., here's a test on Snerdyn with 8 land players:
Scelaria: 2x3, 4x4, 1x6
Ashdod: 3x3, 3x4, 1x6
Man: 3x3, 1x4, 2x6
Uruk: 4x3, 2x4, 1x6
Ctis: 3x3, 2x4, 2x6
Ermor: 4x3, 2x4, 1x6
Shin: 4x3, 2x4, 1x6
Arco: 4x3, 2x4, 1x6
Fairly even, right? Here's the next one with 7+1 (plus I remembered to set thrones this time):
Naz: neighbors 1x2, 2x3, 3x4, 2x5 / thrones 1x0, 1x2, 2x3, 1x5, 1x6
Mari: 1x2, 2x3, 2x4, 1x5, 1x6 / 1x0, 2x1, 1x4, 1x5, 1x6
Asph: 1x2, 2x3, 2x4, 1x5, 1x6 / 2x2, 2x4, 1x5, 1x7
Xib: 6x4, 1x5 / 1x2, 3x4, 2x5
Ash: 3x3, 2x4, 1x5, 1x6 / 1x1, 1x3, 2x4, 1x5, 1x6
Pan: 3x3, 1x4, 3x5 / 1x1, 1x2, 1x3, 1x4, 1x5, 1x6
Rhy: 1x2, 1x3, 1x4, 3x5, 1x6 / 1x1, 1x2, 1x4, 3x5
Mach: 3x3, 2x4, 3x5 / 1x2, 2x4, 3x5
4 of 8 have touching cap circles. 2 of 8 have thrones in their cap circles. Xib by far has the best start even before we look at the thrones, but it did better there too. And mind you, since there's an UW nation in this set, the engine had more room to spread nations out in this case yet did far worse balancing them. This actually is quite in keeping w/my experience with dense maps. Better and worse starts are certainly possible - the margin of error is eliminated and it's much harder for the engine to consistently evenly space players at the province counts per capita these maps advertise themselves as being designed for simply because the max distance b/tw any two points on the map is necessarily smaller.
High connectivity also minimizes or eliminates consideration from ritual range, and dramatically impacts dominion spread dynamics. It's not that geography doesn't dictate the game - geography is sidelined or eliminated as a strategic consideration. High mobility nations are weaker, and heavy infantry is stronger. Diplomacy is less important b/c close proximity means you're much more likely to be able to directly impact any given conflict, and nations will collapse faster b/c the distance b/tw the front line and the rear is minimal (with multiple paths from here to there) so there's less time to recover from strategic losses (and thus players will either tend to be strong or dead). It's a style of map that works best for minimal or no diplomacy blitz-style games where strategy is simple, blunt, and often less important than tactics. I'm keenly aware that there's a fanbase for that type of game, but I've never liked it personally.
(Yes, I have far stronger opinions about this than are warranted. *sigh*)