In this post, you haven't accepted your core reasons that warp and wormhole are being removed. One may think hyperlanes limits players strategically only when they begin to compare it with other FTL types and THEIR capabilities. With other FTL types out of the picture, how can there be any other "better" FTL than hyperlanes? You just gotta play it differently and accept the challenges created for you by the hyperlanes in the galaxy, which would provide its own strategic options to the players.
Furthermore, being able to create an advanced FTL inhibitor to drag the enemy ship to a system you want them to be in is no different than having chokepoints, but without the benefit of new game design possibilities opened up and provided by the hyperlanes. Not only that, the terrains can now play a major part because you can't just jump over them anymore. That's another mechanic that allows for "strategic decision" such as - would it be wise to deploy your rapid response fleet in a nebula where your fleet can be slowed down? or, would it be wise to entrap and engage the shield-heavy enemy fleet with your armor-heavy fleet in a pulsar system?
I get your point that hyperlanes could result in non-important decision making, such as like you mentioned locking down chokepoints and camping big fleets... But to be honest I never had to make important decisions in my gameplays using wormholes and warps either. It was mostly chasing after enemy fleets and maneuvering which was quite tedious and annoying most of the time.
Also, the fact that ships will now HAVE to travel to specific places at the edge of a system to get to another specific system, maneuvering needlessly without a thought could be highly risky, especially when you've got a large enemy fleet in a nearby system. Not to mention the problem of responding to a threat in a far corner of your empire, should the deployment of your fleet across the galaxy is proved to be inefficient.
Believe it or not, and sooner or later when you gotta expand, choke points will be rendered ineffective especially with the changes to the border system. Raiding is still possible with hyperlanes. It'll be just as frustrating for defensive players with hyperlanes-only game as all-FTLs game. When you can't skip over couple systems and limited to traveling through routes just to respond to a raiding fleet, and when you've got an empire with MANY chokepoints to hold, it can be just as frustrating. With hyperlanes, enemy fleets can just as easily raid and retreat and travel to the other side WITHIN their borders and appear on the other side of your empire. It's not like your empire will have only 1 chokepoint to defend. Curse the RNG god!
Not to mention the fact they re-did the sensor mechanic. It will not be easy for you to predict or see the movements of enemy fleet and anticipate where they will raid next, and which defensive chokepoints to defend. Failure to respond in time could allow the raiding fleet to travel deep within your empire even without the other two FTL types. Then a defender has a choice of deploying their fleet to a nearby "crossroads" system to try to intercept and cut off the retreating raiders, instead of mindlessly right clicking on the enemy fleet and hope your wormhole or warp will do all the work for you.
And if a fleet wants to be careful, the player would have to maneuver the fleet AROUND the star base to avoid engagement, just to get to the arrow at the edge of the star system on the OTHER SIDE. With warp and wormhole, you wouldn't have to worry about things like that. It's just too damn easy with those two FTLs.
Making all your bordering systems as heavily fortified as possible in a hyperlane-only game is even costlier than maintaining military stations or FTL traps in certain strategic systems in an all-FTLs game. At least in current version of the game. Even with hyperlanes, empires have plenty of openings.
In a spiral galaxy map, bordering rival empires (located in a different arm of the galaxy) are often only accessed through one hyperlane or very few system to hop on when using other FTL types. In that case players would have to research better FTL tech to increase the range to be able to reach the opponent. With hyperlanes, you can reach them right from the start of the game. And if it is only one hyperlane leading to the other arm of the galaxy, then prepare for a bloody battle to break through. That's hardly being lazy.
Bless the RNG god for the other FTLs, if where you spawned happened to have a star or two in between the arm, and your FTL range allows you to reach the other arm on day ONE. That'd tremendously favor you or the empire on the other arm. But with hyperlanes-only, RNG god wouldn't have anything to do with that.
Because of this FTL change that's coming, I played hyperlanes-only game many times and it has its ups and downs, but overall I was satisfied with the gameplay as it was challenging. With the new upcoming border and ship sensor mechanic, it will only get better. And those two changes cannot coexist with the other FTLs, as the other FTL types would be too god-like with those changes applied.
Not having to be able to build your own hyperlane is because it's not something physical or something that can be built in the first place. But it may be possible to build some sort of generator on each ends of each systems to build a path. It seems to me that could be costly and inefficient. Not only that, it becomes obsolete/redundant once you have access to jump gates and earn the ability to build them yourself.
It is also much more realistic that wormholes remain as natural occurrences in the galaxy, as it boosts the immersion of exploration and the feeling of "the unknown". Although I can't say the same for warp travel, it is a mindless form of maneuver, while hyperlanes force players to adapt - whichever location their empire is in or is expanding towards. And gameplay-wise, I'd very much favor warp travel for its efficiency, however it is very boring.