Chokepoints are one of the 2 things that AI war is designed around. You can't tell me it isn't. 1 to 1 connections are by design in this game, if you wanted us not to have and completely abuse chokepoints, you should not have made jumping the way it is now ^^
Basically, the wormhole travel system MAKES chokepoints. You can not ever fix them without also changing how wormholes and indeed, travel work.
And it doesn't matter whether turrets are capped or not, chokepoints are threat suckers. They suck up threat around them, threat that isn't generated further away from them. Or it helps spreading out AI threat growth and *guiding* attack paths. Chokepoints are not a game balance issue because of defense, but because of the things the AI does when a cokepoint is established and breached (with neutral buffer).
75% of my pwnage defense is AROUND the chokepoints connecting jumps (ie, not on the chokepoint world). Because the AI won't go there when it's "on" the chokepoint. Which is what literally makes it a chokepoint to begin with. The AI is stuck duking it out on the chokepoint..... not on worlds where losing anything would matter.
My 2 cents. Either travel system is completely changed, or chokepoints will never stop being the pwn-it-all of defensive tactics. All turret caps do is make the chokepoint even stronger because it would teach players proper chokepoint building ;P
Also, I have no idea how ye would deal with exo's without chokepoints either. Wasp Golems are chokepoint dependent (imo). I certainly wouldn't even enable EXO's on a say, grid map with everything has 4 way connections.
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But as for Capturables, I never liked that they could actually die. It just makes them.. less valuable. If it isn't a very very good unit I would never go out of my way to capture or HOLD a MKIV factory anyway