Others have also made the point, but you can’t just mess with ELO like that. ELO should only ever take 2 things into account: game result (win/loss), ELO of players in game. If you introduce anything else it no longer works.
As an example: If player A (a pro) wins at 100% winrate but only every chooses Arabia, in your system they could be like 1050 ELO after 50 games. Player B (an intermediate player) chooses 20 maps, and is around 51% winrate after like 200 games, also at about 1050, and gets matched up with player A on Arabia. I think you can guess what happens in game at this point…
ELO should always be calculated to try and accurately match players on skill level.
You could hide ELO and still use it for matchmaking then introduce a new “points” system that works like you say - but it won’t work for matchmaking/ELO.