Here's a really interesting post from Patrick Stuart (Fire on the Velvet Horizon, Deep Carbon Observatory, Maze of the Blue Medusa) on layout in adventure publishing:
http://falsemachine.blogspot.com/2016/04/the-adventure-stanza.html
I've been thinking about this a lot, how to maximize utility and appeal so that the layout contributes to the gameplay. I think, for example, that Ghost Ship did a great job with the smaller maps in the "dungeon" area, which really decreased the amount of flipping around or squinting at the larger map needed in each section of encounter areas.
Maze of the Blue Medusa (http://satyr.press/) has an amazing layout, and early reports say it plays really smoothly.
Getting this stuff right seems to require a *lot* of trust and planning and cooperation among writer, designer, cartographer, and layout person. But when it works it makes such a huge difference.