I think the architecture for system defense is in place: jump points.
When at war, declare one point "open" for traffic, and just scatter trash at the other points - people jumping into the other points will misjump because a starship and a crumpled soda can interact badly when decelerating from FTL/materializing into existence.
Then, you will need sweeps/patrols (probably from drone ships, like the old SDS Caspar system) to find and monitor the "pirate points" (which are, I think, kept infinitely and deliberately ambiguous) and a heavy bastion/monitor presence at the "open" jump point.
Once the threat of war subsides (or deep into the core systems of a state) you can relax the amount of space trash you dump onto the other jump points.
The problem you're missing, I think, is that you didn't fully read the description of what a Jump Point IS.
Out past a certain point, in any given direction, and your jumpship works just fine. The Zenith/Nadir and L1 points?
They're merely the closest stable points in a system-that is, the shortest transit distance from a stable (there all the time or on a regular schedule) gravitational null.
Anywhere OUTSIDE that? and it's just a matter of how many more hours you want to spend burning, and your fuel fraction.
Ever notice how big the cargo fractions are on Star League ships? Yeah, that's not party favors, that's reserve fuel bunkerage, because it's bloody obvious that you don't go in through the front door and announce yourself if you want to catch the other guy with his pants down...because Space! it's BIG!!! and Detection grids and ranges are SMALL.
Lemme put it another way, imagine a dark, moonless night on the prairie, with no light pollution (or very little) from the faraway houses of the city, and you have a flashlight, and some asshat is out there with you, and he has a gun.
do you turn the flashlight on?
Pro for turning it on-within the light cone, you see better, and if you're in close enough proximity, you can flash it in his eyes.
Con against it: He can see you coming and knows exactly where you are when you turn on the flashlight-and he can stand outside the illuminated area.
That's active sensors and deep space. Great resolution within a reasonable range, at the cost of skylining the emitter for incoming hostile fire.
This is made even WORSE because Light isn't instant. a sensitive enough reciever and you get to interpret images minutes, hours, even days after it was relevant.
and if your receiver isn't sensitive enough, then you don't get THAT much warning.
Now, there are canon combos that can get around this to an extent, like putting a satellite with an HPG out there to relay what your early warning sats are seeing, or using a Black Box (before BB's were nerfed into uselessness).
But, that's limited-because you need a lot of them to cover the volume of just your commercial shipping routes.
Without detection, there is no interception,without interception, there is no defense.
The compromise is to concentrate on the easiest approaches-your "Jump Points"-the stable ones, which are still big enough (if you READ THE TEXT) to easily accomodate a
War fleet without overlap...at the closest reliable approach. Not the ONLY reliable approach, just the closest reliable emergence point from hyperspace.
Which an attacker doesn't need to use, unless he feels like it, or he's got a food/water/air/fuel shortage problem.
This is what makes System Defense very difficult-difficult enough, that the writers ignore the elephant in the room created by their own fictional physics and model everything on Salamis or close coastal riverine warfare-which is the only way a Dropship can make any sense as a SYSTEM defense asset, as opposed to a close orbit
planetary defense asset.
How close? Luna would be too far away for a triple of Castrums to defend to that orbital plane...or even the stable L1 point between Luna and Earth.
They don't get useful until you're already IN close orbit of one body, or the other.
not even as a deterrent against amatuers.
That, is if you actually read the physics as written in Battletech's magic system regarding spaceflight, and do basic velocity and time calcs that you had to learn in High School (well, if you took Calculus in high school, or junior college, or because it looked REALLY interesting and the correspondence course was cheap.)
This, in turn, is because of the magic system as detailed. non-jump vessels go at newtonian to relativistic speeds only-and they have to use the rocket equation to do it, no reactionless thrust, no inertial dampening, no handwavium artificial gravity or other means to shift that, and no FTL sensors to give you enough early warning to manage a long range intercept.
and they didn't include anything within the tech magic system as a canon workaround. No early warning sats with FTL capability so that you get real-time location on an arriving vessel, no hyperspace telescopes, nada.
Do you know why so many SLDF warships had the bulk of their weapons mounted side-and-aft? because on approach, the engine nozzles are coming at the target-they have to, it's the only way to slow down-and you're pointing the bulk of your guns at the target you're approaching, instead of into interstellar space.
because Constant Thrust does not equal constant velocity outside of a gravity well. Turning off the engines and you're no longer accelerating (at least, if you're not pointed at a point source of gravity), but you're not stopping either. to get 'all stop' you've got to apply reaction thrust as brakes, and you're going to pull gees doing it.
That, in turn, requires you to use reaction mass-aka "FUEL".
do you see where this is going? We don't have artificial gravity, that means passengers/invasion soldiers/occupation troops are subjected to the G-strain and forces of Acceleration and DECELERATION.
Which, if sustained above one gee, is proven medically NOT to make you a comic book superman, but to mess your circulatory system, bones, joints, and nervous system up across the board. It can even kill you where you're sitting if it's high enough, for long enough.
but if you're locked down properly, a few seconds or minutes of it at a time won't do lasting damage, and it only takes a little bit of thrust difference to make major changes in your approach vector. Apollo 13's margin was paper thin between making earth orbit after the accident, and wheeling out into interplanetary space without any fuel.
That's our scaling problem, and it's big enough that people who don't do aviation for a living often underestimate just how big a scale we're talking about.
Eighteen thousand meter hex sounds damned impressive, until you realize that it's
millions of kilometers to Luna from earth at closest approach.
Never mind a running battle from Jupiter to Earth past Mars-that 'running battle' would take
months, and most of the cool scenery would be out of position to get a good look at for most of the year.
Patrolling out to Jupiter and actually giving coverage would take years.
That's roughly the scale just the Solar system, the most mapped collection of objects known to man off the surface of earth, presents.
to do it, and follow the physics as presented in the game, as opposed to the authors of novels ignoring them, requires either massive aerspace forces, or easy FTL travel that isn't jumpships, and we're not presented with either one.