In MO1 this feature was for keeps only. And keeps are usually owned by larger guilds, which are less effected, since they usually got players on constantly.
In order to make this work for normal houses you would need a shitload of those outposts. That does not sound realistic at all. Or is this mechanic only supposed to exist for large guilds with keeps?
Addressing this here since it's the more relevant thread. So in the system proposed I'd hope for each keep to have somewhere in the range of 20 associated outposts depending on how large the area associated with a keep is intend to be. The outpost points should be spread fairly evenly across the associated territory.
The system proposed in the OP was suggested for it's simplicity. This is actually something I could see them getting running by the time mechanics such as sieges become relevant. It's the reason I scrapped the more complex idea I had posted in a couple other threads. A moderate improvement on a simpler system players here are familiar with is better for launch than some grandiose idea of sieges playing out as an epic strategy game.
In future versions of the system things like outposts that serve as a mini base for a smaller guild while they're online, and the ability to pledge fealty to other guilds so that a larger guild could contract smaller ones to defend certain outposts or take outposts to support their siege of another group would be a good idea to implement.
As much as I love those ideas I don't think they are practical for now. But setting this up now will make it easier to implement down the line.
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In terms of how it balances it out, big groups do have an advantage because of more members. But in Crowfall, I finished top 3 (Including at least one campaign where I had top captures) among total outpost captures in multiple campaigns, and I never belonged to the top guild / biggest zerg at any point. It was very much fighting an uphill battle at many points, but there is a huge amount of room for a small group of dedicated individuals to make a massive impact in a system like this.
In a huge single server persistent game like this, I don't think there will be one group that has the power to control the map. And in any system where there are multiple large groups vying for control, there is room to make your mark as small guild with supreme dedication and excellent players.
If you're asking for a system where small groups aren't fighting an uphill battle, you'll get no suggestions from me as I believe they should be if they're looking to make big political players like TC involvement.