I think you guys are steering out of the conceptual design of FW itself:
-It was meant to be a playground so people could do perpetual war on behalf on their "empire" faction (for cheap obviously).
-Complexes were meant to replace "TCU"s or POSs.
-FW missions were meant to be income that you can farm when being a participant of FW, much like moongoo when you hold the moons in the system.
The main points of criticism is not that "plexing" can be done in any fashion or not, or that missions are a poor source of isk (quite the contrary), the issues revolve around the current implementation is "OMG boring to plex" coupled with constant grinding, and obviously not offset by the reward it gives (flipping occupancy). That and NPC imbalances of course.
I prefer if occupancy does not change any status quo on territory, but instead review plexing so it becomes a more enjoyable experience.
It is true most people had nice pew pew in the first iteration of FW, t1 frigs, assault frigs, cruisers and destroyers were seeing more often. But eventually people gravitate to the best isk/performance solution that can grief others, in particular FW suffered greatly from this because there are a couple of one-size-fit-all solutions to its game mechanics. That needs fixing.
Occupancy being contested should be a sort of "soft grind" process that involves many variables, some time after a break event happens, and the system becomes vulnerable. Up to that point everything was kinda "slow" but then you must complete 3-4 plexes and the bunker rapidly in order to really make a change and flip control. Those critical activities should have incredible rewards in LP (busting a bunker should give tons of LP for example).
The idea of plexes limiting ship type and size were good in the beginning, but once you put a dramiel and any-t1-thing else in the same space, its obvious who will win, or who will survive by disengaging and calling backup. This of course is not a problem of the plex mechanics themselves but more related to ship balance, either way, creating tactical scenarios for players to "make the best out of it" is a nice change and should be explored further.
Finally to close the idea, many here mentioned people "who have no interest" in the conflict, go to any null-sec alliance and see how many would rather stay docked than go out to fight? its the same thing. What you need to consider is that those who choose to risk their ships, should do it in a fun enviroment balanced across the 4 factions and under circumstances that do not become exploit-able to the point that is better to avoid it altogether than to be involved.