As it stands now the flag system is pretty simple (and maybe that's ok.) If I capture a goldmine flag then my team gets that gold, and your team doesn't. Everyone on both teams knows when a flag has been capped, and you don't have to worry about the resources or buffs it gives you because they are showing up right there on your counters.
You play Sins, right? Imagine that trade routes didn't require trade ships, you could just set up your trade ports, ring them with repair, and let the income roll in.
If you add an element of transport to the flag system it gets messy, vicious, and complicated. It might not be viable, in program or gameplay. But suddenly capping the flag isn't enough, because somewhere down the line in the fog of war someone might be leaching off of your supply. You need to have awareness of alot more elements, and the capacity to maintain that awareness. Dependence on flags is lessened a little bit, you have an alternative...
We are playing in artificial arenas, but the further we take that from 'clinical' the better, imo...