AiMe does a good job in enforcing the influence of terrain in combats. That can also be done in TOR. I'll try to explain how I run combats in TOR, to see if it can help.
First of all, I don't use meters/feet when moving minis around the map. It is not a tactical/wargame-y approach. I simply think of "zones" based on the map, that I tell the players beforehand (at least those that are visible to them). Let me use a map example:
Let's say I've prepared that scenario. The company is approaching from the south (lower border of the image), and I tell them some goblins are around the southern wall ruins, and have spotted them. The minis from the companions are deployed in the path that comes from the forest, and those of the goblins inside the "rectangle" of the walls. Then, I tell them that the terrain grants the goblin archers some cover. So, until the companions engage them inside the ruins (during opening volleys, for example), the goblins will get a bonus to their Parry against missiles. Once the heroes decide to run towards them in melee, the combat will be resolved as usual (Stances, Combat Actions, etc.). So, the terrain has just added a thematic modifier to an otherwise normal situation (volleys and Rearward heroes have a penalty when firing to the goblins).
While fighting, I tell them that they see movement in the interior of the tower: a great spider is climbing to the top! If a hero wants to engage it before the beast is out of reach, he will have to spend one turn moving there. We don't need to know how many meters he can run in a single turn, just that he has to "change zone". I might ask for an Athletics test so he can reach the ruined tower before the spider gets out of reach, thus introducing different tests and situations mid-combat that are not always combat-related.
When the hero reaches the spider, and if he enters combat there, we will have two different combat zones: the goblins in the ruined house, and the spider in the ruined tower. Both combats are resolved normally, using tokens on our battle mat. But we know that the heroes in one zone cannot help those from the other: there has to be a movement action to reach one another.
Usually I don't prepare more than 2 so maps per adventure. Many "normal" combats are resolved without maps. But doing a preparation before the session of maps that can fit a battle, and thinking of how the terrain can be an influence (a river crossing that splits the group, or forces to use missile weapons while a small group tries to swimm to the other shore, etc.), is fun and makes the most important fight become more vivid and thematic.
You can find some pictures of actual gameplay using minis (Legos!) and different maps here:
https://rpggeek.com/thread/2131178/oath ... -additions
Also, I usually plan for 2 or three special actions that the terrain imposes/allow the characters (Athletics to climb on a wall, Search to look for a way to surround an ambush, Craft to take down a bridge after your allies have passed,...). While they might require a succesful test, I also allow to spend a bonus die from the preliminary test to autosucceed. A narrative is needed to justify it. Always remember that these additions should help fleshen out and bring colour to the battle, not drag it with additonal mechanics.
I try to change the benefits of a certain position by thinking of the scenario's terrain and the dynamics I want to introduce regarding the enemies (waves, reinforcements, ambushes mid-combat,...). A bowman in an eleveated positions for example, might shoot his arrows at two of the "fighting zones" without needing to move, thus deciding each round which companions to help. Or simply give him a +2 to Parry when being shot at by enemies. Or he can roll for Awarenes before the enemies' reinforcements reach the scene, and warn his companions on the direction the new threat is coming from.
And of course, always have an open mind for the players' inventive. Some maps are really so detailed that players might come up with their own ideas of how to use the terrain. Always enjoy their involvement, and be soft handed with their plans, so they get motivated to bring their initiative to the table.