I've been following some of the newer base design threads, and the ideas being thrown around have renewed my interest in base designs. I agree that old paradigms are tough to kill, and some of the ones you listed are definitely outdated. I'm on a trophy push at the moment, so my interest is kinda patchy now, but I hope to be getting involved with them in the next couple weeks (then again, I have been hoping to go visit Azure for about 3-4 months now

).
Especially since the update, I feel segmented designs are just a little too risky. 100k/storage when you have alot of loot on hand just isn't something I would be comfortable with, even in ranges filled mostly with noobs. Segmentation is really something I feel should be on its way out, with other types of designs taking over. I really like some of the more experimental designs with lots of gaps, weird wall patterns, and some heavy duty funneling.
I think even squared WTs/ADs aren't so much a hard rule as they used to be. For ADs, as long as you compensate for air coverage in other ways (traps, ATs, infernos, etc.), I don't really see unequal distribution as a problem. WTs may be a little trickier, but with some asymmetrical designs, I think it could work.
All in all, I'm just glad that base designs are really being thought about again. Ever since the wb AI change, people just settled into these patterns and base designs became incredibly boring and standardized. This used to be one of my favorite aspects of the game, and I hope all these discussions lead us to many more questions than answers.