Now what you are describing is completely different from the usual sector complaints I read. For most of those I have little sympathy. The game creates little sectors, so what. It is a trivial problem if even a problem at all.
Now this constellation and travel situation you describe is a bigger deal. I see it as actually significant. I agree it can be awkward, but at the same time, I like it. It adds a certain strategic terrain aspect to the map and to wars. As a human player this is potentially one of your greatest advantages versus the AI. The ability to see the strategic big picture and recognize systems that are key because of their position instead of their resources is interesting, IMO. This very possibility is why I am glad the great FTL reduction landed on hyperlanes instead of on warp.
If the map were more well connected in general, it would be near impossible to have fortresses that were good for anything but protecting the colony in their system. It would be hard to stabilize on one front so that you can be on the offensive on another. This is especially interesting when you are fighting more than one comm at the same time and they are stronger than you.
I agree completely. I don't really have much interest in how sectors look or get chopped up. They're basically decorative at this point.
Re: the lanes, it's absolutely a difference in personal opinion. Mine is completely different than yours. ; ) I don't like chokepoints for all the reasons you do actually.
As you say, "the ability to see the strategic big picture and recognize which systems are key" is what makes strategy in the game interesting. I don't like that it's completely defined by position though. I don't feel like chokepoint-based geography gives the player any interesting options, either on offense or on defense. It boils strategy down to finding the one way in or out of an enemy's empire, then fighting over that system. In the OP, for example, if he goes to war with the orange empire in the south, the war will be fought in Tybby or Kastra (depending on if he's the attacker or defender).
I'd like geography to matter, but far more than that I'd like the strategic big picture to be about economy, infrastructure and military advantage. I would actually really like it if fortresses were only good for protecting the colony in their system, because then we would have to decide which systems were most worth defending. Between anchorages, trade centers and shipyards we have vital infrastructure in space. Now with specialized planets the same is true on the planets. That's what I would like to define the strategic big picture. As the attacker I would like to see the map and have to balance the value of a target against the risk of attacking it. As the defender I would like to see the map and balance the value of planets and infrastructure against my limited resources. I just don't think any of that is possible when the map is built so that you physically have only one option of where to attack or defend.
That's why I personally dislike the new map generation system so much. It takes what I already disliked the most about the new mechanics (chokepoints) and turns it up to 11.
Personally, if I were doing it, chokepoints would be real but uncommon. It would be like finding a pulsar, nebula or black hole, an occasional feature of galactic terrain worth seizing for the opportunity it provides. However you would use that to supplement strategy, not define it. The strategic big picture which would be about recognizing which systems are key based on your strategy and play style. I'd like to build sensor-heavy defensive platforms along my whole border to make sure I can see an enemy coming, specifically because I
don't automatically know which system they'll have to come through. I'd like to send small scouting fleets into enemy systems to try and figure out his infrastructure, and then to decide whether to try and defeat him militarily, to try and bankrupt him or to bombard his farm worlds while driving up the price of food on the market.
Then I'd like an espionage DLC so I can invest in finding out where his empire is most vulnerable. Does he have only one forge world? Or only one shipyard? Does he buy all of his strategic resources? Can I map his trade routes for raiding?
I'd go on but this is already too long. My point just being that this is a matter entirely of personal opinion, but I dislike the chokepoint based system because I think it precludes literally all of that. It's by no means objectively wrong, but certainly a different approach to strategy than the one I would prefer.