With League of Legends having released a new gamemode based around the capture point concept (usually referred to as Conquest, based off of the Battlefield gamemode of the same name), they had an interesting method of how you go about capturing and controlling the capture points, which I think works quite well.

In LoL, you capture points by channeling on them, much like you in Arathi Basin or Battle for Gilneas, but it functions a little differently. Each point has "health", and time spent channeling on the point reduces its health - first to neutralize the point, and then to charge it up to capture it for your team. Just like in WoW, being struck while channeling will halt the channel, and they also introduce a brief delay (about four seconds) before you can channel again. You must channel for about two seconds before you begin damaging or repairing the point, and once it's captured for your team, you cannot channel on it to cause it to regain health, although it has its own slow regeneration on its own (so a point that's not fully neutralized will eventually return to full health.) A point that isn't held by either team will eventually lose health until it's back to being fully neutral.

It makes capturing points feel more dynamic and intense, since the time you spent channeling on the point isn't wasted if you're interrupted at the very last second - but at the same time, you must first channel to neutralize the point and then continue channeling to capture it for your team. The time in League of Legends to fully neutralize and capture a point is eight seconds - so it takes four seconds to neutralize the point and another four to capture it for your team. This could be adjusted up or down to fit into WoW's setup.

Of course, maybe no changes need to be made at all. I just think it's an interesting method of handling things and leads to more intense matches.