To clarify, although it may not need clarifying. We have basically three types of maps (I think) in terms of support for UFOs/Dropships:
1. RMA that *should* have support for all dropships and UFOs (but often doesn't).
2. Static map or fake RMA (ie - supports different dropships but just one map tile for the rest) in which a particular UFO appears. These support only one UFO (+bridge is an example. it only supports crashed fighter UFOs).
3. Static maps that have no dropships or UFOs on the map (bunker, for example).
The (1) maps are what we wish every map would be like. The (2) and (3) maps is where there is some confusion about how maps are chosen and how they should be chosen to ensure we're getting as much map diversity as possible.
Personally, I think that in most cases we should use (3) maps for any UFO mission, crashed or landed, with any dropship -- at least until we have more support for crashed dropships in other maps. We should, however, reserve a couple maps for special mission types (like terror missions), so that these missions feel special and different.
Of course, (2) maps have certain restrictions because the UFO is built into the map, so for now we will just have to make sure they don't appear with the wrong UFO.
With all maps that include a landed UFO, I think we should consider, as a temporary stop-gap, allowing landed UFOs to be used for crashed UFO missions. Our support for landed UFO tiles is much wider, but that happens much less in the game. Until we have more support for crashed tiles, lets allow landed UFO tiles to work as well. It's possible, for instance, that a UFO has a soft crash landing after some of its instruments are destroyed but the hull remains intact.
The question is, does this already happen in the game? How can we use (3) maps more often? I haven't looked yet at the newly commented code geever just committed, but will try to look this week.