Current beacon mechanics are broken.
There is no way for a city/ council with less beacons to take down another particularly if the dominating one is entrenched.
To contest a beacon one needs beacons. But another organization with dominant beacons will always be able to destroy any beacons another might put up in the area (particularly if they have more than 3-4 beacons in the area). Further, you cannot destroy beacons of an enemy without your own beacons. This makes the incumbent very difficult to dislodge.
Considering, without beacons you cannot know about caravans (hence contest caravans), and hence quartz used to construct beacons, the powerful only become more powerful.
This is a ballooning mechanic where the dominating faction becomes progressively more difficult to dislodge. Instead, just like the mechanic for raids, there should be some kind of negative feedback than positive reinforcement we are seeing now. Some potential solutions:
1) Reduce beacon sentry counts and cap them at a max of 20 to ensure more even beacon fights.
2) Make it that a single beacon of a faction in an area is indestructible. This ensures they at least get notifications of caravans if not the ability to dominate it.
3) Provide more variety in caravan routes. Currently almost all of them passthrough Vardarian, Celidon and Eastern Nolmines
4) Restrict the total number of beacons a faction can put up. This makes it a risk-reward exercise whether a faction chooses to scatter their beacons or concentrate them.
I'm sure there are more solutions to this mechanic but right now it seems very broken.