This will probably be a long/boring read, but try not to throw your reply in without actually reading and understanding.
I've towered for a little while, and I feel like there are two really frustrating things about two of the most active towers. I'll probably tower again soon, and I've wanted to post this for a while but just haven't gotten around to it.
I'll go ahead and talk about good towers first.
Snow: Although it's one of those "spawn-at-the-flag" towers, this is probably the single best regroup tower. A good guild can rush in and take it in seconds, and there are multiple different paths leading to the flag, as well as wide doorways. It's very difficult for one person to block the hallway chokepoint after skating was removed.
Castle: Castle might be the most balanced in respect to the positioning of chokepoints, spawn positions, etc. There is one single chokepoint at this tower, and there is an automated script that prevents it from being blocked and rendering the tower unbreakable.
York: There are three ways to get to the flag, lots of different strategic options, and the flag's health is low, as it should be, with regard to the spawn point being so close to the flag.
Okay, so here are my two problems.
MoD
MoD is the only tower where the holding guild spawns at a point that I'd consider to be a disadvantage. While they do spawn nearer to the flag room, this single stairway chokepoint is enables one single person to do the work that would require 3-5 people at other towers.
Obviously you have the option of going around to the bottom stairs, but again, the point of the spawn is (at every other tower) to give the guild holding the tower an advantage. Going all the way around makes it a huge disadvantage.
One person shouldn't be able to cause such a problem.
The solution I'd suggest is to widen this staircase by a tile on both sides.
Sardon's
Yes, I can sense your blood pressure rising already.
As someone who has led four very fast and successful guilds at Sardon's, I can say with 100% certainty that this chokepoint is just broken. This is the "guild reset" chokepoint. This is the spot where one single person can stand and defend against 5-6 people. You don't even have to swing your sword. In most instances, the spikes will do the PKing for you.
This chokepoint frustrates people so much that they pretend others are lag blocking when they make use of it. Guilds have probably been reset just for standing in this doorway and staff misunderstanding it as "lag blocking."
Sardon's is the only single-path tower in the game. The halls are incredibly easy to defend and there's
another chokepoint there. One should be enough. You have to be genuinely bad to lose Sardon's if your guild makes use of sub guilds, the hallway chokepoint, and this chokepoint. A guild of four people can honestly defend against a dozen attackers if you do this properly. In four guilds, I think I can recall losing this tower a single time while I've been online. It probably shouldn't be so easy.
Either this door needs to be widened by a tile on both sides, or the script from Castle that prevents blocking the flag room door needs to be added here.
TL;DR: A single person can control MoD due to a poor chokepoint (as long as the attacking guild has a brain).
A single person can control Sardon's due to a poor chokepoint (as long as the defending guild has a brain).