Well, based on the way you have written the rules, that's actually impossible because movement always comes after other actions. So you claim the hex, and then someone else moves into it. There's no fight.
Yes, I guess you are right about that. Movement comes later, so it could in theory work so that you claim it before you get attacked. However that doesn't remove the problem of how to do this thing.
Our goal should be to let the players do as much work as possible. For example if something needs to be edited in a player Character Sheet, players themselves do that instead of having a dedicated WoE staff member do those tedious minor edits.
Problem with things like claiming a hex, is that players cannot do it by themselves. If we have that kind of action, we also need someone (staff member) to make that edit manually. This might not sound like a big deal, but when we have these happen multiple times each round, it's going to be very tedious work, and we might see organizers quit because of that. If we can get a system that is either..
A) Automatic
B) Players do it themselves
.. we should always use those. In this case, while I do think that "army consolidating its power in the area" sounds very logical, it's also painful to organize. If you have a solution that uses either A or B, I'm interested in hearing it.
Maybe I'm just a weirdo, but I always thought neutral hexes should remain neutral... permanently.
I mean, I imagine "capturing a hex" to be akin to building a city there in game, and that'd be a significant investment of time.
Capturing a hex is a mechanic used in many many games. If you wanted to make it sense, you could think of it as sending peasants of your element to take control of the area and harvest resources (hexes generate revenue in WoE). And when someone else enters the hex, that someone else kills your peasants and sends in his own.
I don't know.. but that's how I think of it.