It all comes down to implementation.
That said, I do think that CoH and DoW2 both have been fairly criticized about being a game of musical chairs in regards to capping points. And while I totally understand all the strategic decisions you guys are feeling will be lost with the "simplification" of the system (for lack of a better word) it also shifts the strategic focus off some arbitrary resource point and instead towards the physical terrain of the map and the tactical benefits of that rather than "I need to defend this +16 fuel point".
Also, one criticism I had of DoW2 and Coh map design was that there was often "natural" points that simply were not realistically contestable due to their proximity to your opponents base. Taking those "useless" points and making them customizable actually adds a lot to the game, because it allows you to develop new strategies. For example, maybe you go really heavy on fuel on those points to tech faster and get out early tanks. This creates an opportunity for your opponent to scout this, and counter it. Ultimately taking some useless resource points that for all intents and purposes may as well have just been attributed to your HQ and adding strategic depth to the game.
At the end of the day, CoH/DoW2's resource system were only really interesting if you played the game at the top level where you really needed to capitalize and plan around the resources. For all those middle of the road players, they were actually rather frustrating systems that got in the way of enjoying the game for it's tactical battles. That's largely why team games are so popular among weaker players in DoW2: resource points are significantly less important and much harder to decap or harass.
As long as there's still 3-5 resource points on the map + 3 vp's, I think this is a good move.
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