Yeah, doubts about this playstyle have been niggling the back of my mind for a while now.
I think grazr nailed it in his post on the first page. The HUD is an issue certainly, but its just the instantaneous of the capping thats kinda irksome. The ONLY effective defense is to have people standing on the capture point, which means you are a sitting duck for kritzes/stickies/rockets lobbed into the point. Sure you can have sentries up but we all know that there are times when a scout or a rocket jumping soldier can get to the point before the sentry has time to react.
It also seems to obviate the use of the entire map. If things can be capped instantly then running out from the point just invites ninja caps. I had a vivid example of that the other day in playtesting (i believe on premuda) where a scout ran past 6-8 players on my team and onto the cap point despite the fact that we were within 50 feet of the point. Certainly the fault lay with my team, but it just underlines how stepping away from the point invites disaster.
Obviously the same complaint can be made about dustbowl, but we have all seen dustbowl last caps defended after the attacking team has made it onto the point, so its not quite the same.
I agree that it would be good to go back and look at some maps like this that have worked in the past. My favorite map from TFC, cz2 (canalzone 2) involved instant caps like this, but the difference was that points could be recaptured by the other team (was a domination style game where you had to accrue enough points by holding cps to win.)
Perhaps a chance to recap might not be a bad idea (although that might just create confusion.) Clearly if the attackers have dominated the point then this will be a no-go, but if it was just a lone scout or soldier ninja-capping then allowing the defenders to quickly retake might be a good idea.
I dunno, I am all for new playstyles, especially if valve is gonna help out on the HUD front, but i think that some careful designing of the maps is required to make this game fun.
My one quickfix solution might be to enlarge the area that the defenders can be standing on to lock the cap point. On a lot of maps currently it seems like you have to be standing within 2 feet of the point to avoid the cap. Perhaps if the area was enlarged so that the defenders could be within 10-20 feet.
My apologies of course if these things have already been remarked upon, i only had time to read the first two pages. I'll read the whole thread tonight.