Yeah, I didn't get the gist of your rule the first time around. I would suggest a rewording, on the lines of "no more than ten ships per sector at any given time". We might have to prepare for reloads, though: I can see some problems when trying to launch multiple attacks at a position in the same turn (I'd want to initiate several attacks in the same round against a wormhole, myself). Given how complicated move orders are, such plans could result in getting more than ten ships in a battle.
Turning off Advanced Military Science is not a problem. The trait only gives training facilities and sensors, but the latter is utterly useless in a full tech game. Hyperoptic Sensors are "only" good because they aren't too hard to research, but Gravitational Sensors will work just as well here. If you are feeling silly, just use the more expensive Tachyon Sensors.
So, turning off training shouldn't be a problem, in technical terms. Now we should decide whether it's a wise thing. I'm not sure training is that useful, as getting through a wormhole is going to be tough no matter what, with only ten ships around against a mighty number of units on the other side (plus ten ships). There's always Warp Manipulation, of course, but then training doesn't matter one bit.
So, I'll make the following bold suggestion over the "no training" thing. There may only be one hull deployed (a ship, a base or one unit) over a wormhole at any one time. Planets over a wormhole cannot have any extra cargo. How does that sound?