I like the turrets idea. But I think there's a few things which could make things better.
-remove ANZ wall that's destructible from smc and make the only wall that's destructible dredge facing. This will stop it from being constantly trebbed by smc
-do the same thing from wildcreek, and move it more towards the dredge. Same reason as anz.
-Remove ambient, hostile, champ creatures. Mobs will spawn for defeat veteran events.
-remove centaur/skritt events, or turn them in to mercenary events.
-3s of invulnerability on first mapping into the EWP. To prevent you from getting killed before the map full renders.
-Banners can only be used inside the territory of the Objective they were pulled.
-warclaws are considered siege, and the engage, chain pull, and throw spear are affected by siege might. Incoming damage is affected by siege defense (this includes while you're downed). Sniff removes stealth, reveals, and marks enemies.
-memories of battle and tickets can be looted from enemies. At the end of every week, a bonus chest containing tickets, memories, weapons/armor depending on your participation level and world ranking (1st gets gold, 2nd gets silver, 3rd gets bronze)
-Camps get destructible barricades and turrets (turrets are active tactic) similar to how control points work in VB
-WvW "Seige Armory" using special action key. Blueprints are a consumable now. Consuming them adds them to the Siege Armory, which shows them as skill icons. If you have multiple of the same type of siege (15 ac blueprints) it will display the AC blueprint icon with the ammo count of 15. Using the elite skill cycles standard > superior > guild > traps and tricks. If you don't have any of a siege type, it will skip that category. The Siege armory can be toggled via the special action key at any time.