One of the difference between Aurora and Starfire is that a situation where two sides heavily defend opposite sides of a warp point would be fairly rare, in my opinion.
I could see a lot more "Far-side" defenses.
Why? Several reasons.
On the Strategic side, the offense has the option of jumping everything into the system at once. That requires a bit more expenditure on jump ships, but with higher tech level the jump systems shrink so that is less of a problem.
The offense jumping into a system has the advantage of having their shields at full power when they need it.
Defending Far side has some significant tactical advantages as well. Missile flight times are significantly greater in Aurora, and missiles are more expensive and more of a limited resource. Being about to jump out before an enemy missile wave arrives, and being able to jump ships with major shield damage out could be a major advantage. And definitely being able to jump fragile carriers out is a potentially major advantage for a Far Side defense.
For stopping raiders, Far Side defense has advantages. The raiders have to close through the long range envelope, where they may take mostly shield damage, and then they enter the intense close range firepower where beams do more damage and their shields are down. With near side defense, the raiders enter the intense beam enviroment with shields up, and if they can withstand that then the long range envelope would probably bounce off armor, or do negligible system damage.
There is also the moral and political advantages. Approaching ships can be warned off. You don't have the situation of peaceful explorers being blown to bits lest they compromise system security. As a legal doctrine, Far Side defense demonstrates control and ownership over the warp point itself, rather than just ownership of the system on the other side.
In fact, the necessity of Near Side defense in Starfire lead to what I considered fairly peculiar "legal" doctrines. It would be considered an act of aggression for peaceful explorers to defend the straits by which they entered a system.
In Aurora, you can have weapons range, missile range, sensor range or fighter range as the effective "legal ownership" range.