It think it has more implications for map design than anything. The 'cap zone' mechanic really eliminates much of the reason territory points exist in the first place. In vCoH infantry had to actively 'use' the point to capture it. It was a physical object with which entities interacted, which necessitated the visualization.
But that's not how CoH2 works. If territory points completely disappeared and were invisible, and caches could be freely built (only inside cap zone, limit one per) and you'd have a result that is more in line with how CoH2 works.
It would be cool to see the return of actively capturing the territory point object. It should infer the similar penalties to building or repairing, while perhaps speed up the capture rate, or even override enemy units stalling capture.
It'd open up a whole new and dynamic world of gameplay AND map design.
But that said, I'd rather see more diversity in territory points. I miss real cutoff/strategy points and variable resources.
I think it'd be nice if the sniper tower from pripyat and repair points made their way into more competitive 1v1 maps.
Too much focus on the classic 1 fuel + 5 strat points + 1 muni tucked in somewhere relatively safe in the new wave of competitive maps. Also way too many buildings.
Kholodny continues to be the perfect 1v1 map.