Two weeks on the same question, so it is worth writing down properly.
Tower defense is a solved genre, and the reason is structural rather than a failure of imagination. The player has perfect information, unlimited planning time between waves, and a map that does not move. Those three together make every level an offline optimisation problem: there is a correct answer, the player's job is to search for it, and once it is found the level is finished permanently. Difficulty after that can only be manufactured by scaling numbers, which is why every tower defense game eventually turns into a spreadsheet with particle effects.
You can remove exactly one of the three and still have recognisably a tower defense game.
Removing perfect information
Fog, unknown wave composition, hidden stats. This is what most attempts pick, and it converts an optimisation problem into a gambling one. Players resent it, correctly, because losing to information you were never given is not the same as losing to a mistake.
Removing planning time
Build under real time pressure. This works, but what you have built is a real time strategy game with fewer verbs, and it competes with RTS games instead of TD ones.
Removing the static map
The terrain responds to what you build. Least explored of the three, because it is the hardest to keep legible. If the map moves unpredictably the player cannot form a plan at all, and a tower defense player with no plan is just watching a screensaver.
So the design problem is not "make the map change". It is: make the map change in a way the player can predict one step ahead but not three. That is a far narrower target and it is the one we have actually been circling.
Where it landed, for now
The path is a river. Towers sit on the banks. Each wave the river erodes toward whichever bank carries more mass, so building heavily on one side gradually pushes the path away from your own guns. Your strongest position is always decaying, and correct play becomes asymmetric investment over time rather than finding one optimal layout and holding it.
Unresolved: the dominant strategy under this model is currently "spread thin everywhere", which is the most boring possible answer. It needs a counterweight that punishes even distribution. Nothing convincing yet.