Something like that I had in mind.
What about merging old and new to become "good"? What about making nests unressistable barehanded, but if you have knife in pocket/belt/armor/boot (but not backpack/satchel) then you can use it to ressist normally. Bootknife after such action would become "embeded in resin" that changes it size to "bulky" and requires few seconds to clear? 2-3 seconds stun still applies, but I feel like occupied nests should emit like 3x3 dim light.
This would give every marine one guaranteed chance to do something. Benos would still need to guard them, but it won't be so much of a chore if you get one guy once, he is fucked up permanently.
I want to be clear: While I just don't like that there is nothing I can do as captured marine, it's not what is primarly of my concern. Benos being able to put 100% forces on frontlines is, it is exactly as allowing marines to leave FoB without any punishment. Beno numbers are in correlation with marine numbers, but did they take into account that about half of the squad sits in LZ and FoB like hydro? I bet it didn't.
It can be also further balanced with those beno structures that aren't implemented for some reason to this day. Make another one: "Healing Pond". Nerf passive healing of benos on weeds, but buff it near this structure. Add another: "Weed Buffer". It being operational buffs weeds in some ways (but not whole map-wide, so they aren't created in the corner of the map and with stronger effect the closer they are to weeds), but needs to have benos to "touch" it from time to time (maybe also add some hints, like roots or some shit that marines can recognise and track). Now benos have to defend something, they have to allocate some force to those structures, or abandon it all and be like marines who abandon FoB. This could also give some flavour to Scout Spec who would be reworked around finding those abandoned, or poorly guarded structures and destroying them with few well placed inci shoots.