That said, there's still something off with the way the nodes are. Initially, I was thinking like some others, that "oh the map is too huge and could afford to be squished down a little"; that's not it. It's a reverse Onsal at face value, where center is not as focused as the peripheries, and while that got changed a little, it's still not panning out with that center gathering focus, as that's just not what the map is about. It doesn't need to be anyway. Not everything has to be freakin' Onsal with the turbo padding/feeding contests on some tiny isolated mid platform, but I digress. Therefore, it's not like any other map save for Seal Rock (due to its emphasis on wandering and somewhat asymmetrical design). Making it more like Onsal is not cutting it.
So why is it not turning out mostly like Seal Rock? Why are players not as prone on Seal Rock to beeline back to base or as reluctant to go forth and scout for other nodes? Worqor, to my eyes, is designed to encourage these behaviours too. And yet unfortunately that's a stumbling point, as the playerbase is notoriously bad at splitting into smaller bands and very sensitive to being caught out as anything but a huge shambling mess of combatants. Which I suppose ties in with my increasing levels of dissatisfaction whenever a commander is involved. That tends to ramp it up tenfold. It reminds me of what Guild Wars 2's WvWvW devolved into, and no, I no longer play that game.
What is it then? It must be the capture style, right? Right. Or that's what I believe. While what has been done is cute, it looks to be an error to make them perma claimable. Things only get interesting when in the aforementioned smaller bands, where sometimes you don't have enough bodies to cover all the bases AND fight, depending on jobs too somewhat. That's when that capture style has a little more merit, but when it's a full alliance blob vs. full alliance blob it's often just a matter of who bulldozes better and the claim is over in seconds.
The instinct then is to scurry off (not without significant casualties while doing so because the other guys will politely leave yes yes) and look for new nodes- or... sometimes, which if they do, may still spawn on the opposite side of the map and within meagre /return and stroll distance for an unoccupied team, and it's back to the frequently complained about "afk'ing". This happens on Seal Rock too, but it's alleviated by the ability to revisit and flip nodes. Also, there's no point to go all the way over to where they are, as kills don't make up for the travel time to get at them. Therefore, I think the biggest problem is in that node claim style they've gone with. Considering the prevailing deathball playstyle. It's not wholly the layout of the map's fault.
Then... there's also a not totally trivial snag where many are not aware that it's only one person that needs to be on a spot to claim. If you bring that up however, it's met with the usual spite for pointing out anything happening in a Frontlines match ever. It was a tad foolhardy to expect Cricon-level point tag and swap-in from your average "idgaf" rouletter.
So either the cap style could change, or... introduce a secondary objective to make up for it. The weather effects, while I wouldn't want to see them removed, are not in any way swaying the flow of the process either. Being routine and in sequence certainly doesn't help. There's just something missing to offset the rapidity of capping nodes as a unified swarm and so seldom budging from that strat. The PvP action you devs set out to create has fallen short because of that missing thing, and another victim of overarching player instinct.