You can actually make a strong argument for a far side jump point defense, because then you can jump back through the point to avoid incoming missiles, which is also an enormous tactical advantage. Both have their own pros and cons, IMHO.
My preferred near side JP defense is box launcher missile bases. I used to like beam fighter bases, but the meson nerfs hit that tactic hard.
As great as giant beam bases might sound, they have issues in practice. If the enemy comes through in squadron jumps they could already be hundreds of thousands of kilometers away, robbing you of the chance for a point blank salvo, and while jump shock prevents weapons fire it does not disable engines so they can immediately run away. So generally you'd get one shot at medium-ish range and then the enemy will pull back, and if they have missiles and you don't say goodbye to your beam bases once jump shock ends. Ton for ton, one shot from heavy beams at anything but point blank range can't really compare to the damage missiles can dish out.
Jump shock also isn't as big an advantage as some people think. Some ships will start recovering within 10-20 seconds, with others taking longer, so mostly it just buys you the first shot and probably disrupts some of their PD with the first missile salvo. Of course, getting in the first shot can be pretty huge, especially if you're using box launchers or (if you're still going with beams) massive spinal weapons. Beam fighters don't benefit much from getting the first salvo, but they can keep use high rate of fire weapons to wear enemies down and starting combat point blank with enemy fighters is a bad tactical position, and short of a massive technology gap they're going to be very hard to run from.
A third option might be some sort of FAC/parasite warship base with ships just large enough to carry a heavy spinal beam weapon. That would combine the advantage of heavy beam defenses while providing a platform the enemy can't just fly out of range of.