Very interesting looking maps.
A couple of questions: firstly I assume that you are going to add som variation to the buildings. Can you confirm whether these buildings had gardens/allotments? This can really affect the movement through built-up areas particularly for vehicles
Secondly is the 1-hex wide streets a reflection of reality or a design for effect consideration? I approve of changing the reality to reflect game play since a straight clear road which is only 15 feet wide creates a serious obstacle if there's an MG firing down it and narrow roads (in ASL terms) simply do not reflect this.
These are things I struggle with, to tell you the truth. There would be a lot of narrow streets, especially between the small houses of the worker's complexes. It has the right "feel" from looking at the pictures I have.
I think making a hex with multiple small buildings in it (making it bypassable) could represent this. The large open streets seem to be about right for the main thoroughfares around the clustered buildings. Those types of buildings could also be rubbled and instead turn into debris instead- representing those 2 empty chimney ruins that are in some pictures.
To represent the "gardens" per se, the tangle around them is easily represented by the multiple building icons (and maybe a few empty hexes with building around them and a fence icon).
I also am going to use a wooden fence icon to represent those wooden fences that seem to be around clusters of Russian buildings (for a look-see at how I intend to make the icon, take a look at my Russian Village Map in the July 4th archive on my blog site)
There is also the fact that I have to mutate the road grid a bit to fit the hex orientation. Since I want all the maps to link, I have to use a common grain.
So much work to do.....