I cannot agree with this. It just becomes one big death match in the center if you take these abilities away. All the abilities that sorcs/assassins/jugs use have counters.
General tips - USE CC WISELY This is probably the single most important thing you can tell someone is huttball. full resolve at the wrong time can lose the game. Yet, 7 out of 10 times this tends to happen. That is a learn to play issue and makes the ball carriers seem even more powerful than they are.
Use the map to your advantage - Traps are your friend and you dont need to have a pull to take advantage of them. knockbacks into the pit are usually better than strait out killing people. They are out of the way for the same amount of time it would take them to respawn.
Jug - Lets see, firstly, kindly instruct your teammates not to stand where he can leap to them. You would be amazed how quickly this slows down his scoring ability. Second, prevent teammates from getting ahead of him. Pulls, knockbacks, stuns, snares work great for this. Granted, it can be tricky sometimes, so catching them at the right time is key to prevent you from getting rid of the ally and not letting them jump to you. Take these two things away and Jugs ball handlers become exponentially worse. They are also VERY prone to knockbacks and pulls. Sometimes if feels like your a pinball when you play a Jug. Jugs can spec into unstoppable and you need to be aware of this and plan accordingly.
Assassins - They are going to use force speed. Everyone knows this. Usually they will wait for a full resolve bar. Don't give it to them and use the CC to prevent them from getting far. Snares and roots are probably the best thing. I love force leap/slow/force choke when they try to run over a pit. Also, Focus them and make sure they burn their defensive cooldowns before they want to. This helps alot.
Sorcs - They pull friendly targets. So, keep them from getting into position. Pull them down, knock them back, stun them, slow them, kill them (they are squishy). If your team lets a sorc beat you then your team is bad.
The "problem" with huttball is that most people can't think tactically. They cannot see their opponents movements and anticipate what they are trying to do. Then they get upset because the sorc that runs past them (which they ignore because they were tunnel visioning the ball carrier) and pulls the ball carrier ahead.