You cannot stop raptorlings with a chokepoint Muahaha.
I know, but in a 5 minute zerg rush search in Google I didn't find something better to show in which situation we could be in a case of Mungo invasion (our most inmediate danger, as the traders said that there were multiple mungo tribes which could turn violent)
I am not familiar with raptorlings, but I would expect that you could surround your bunker with bunkers to limit their access, which is basically what a choke-point is...
I say we have a gate to the south, in the direction of the river, it is likely the direction that any attacks will come from, but water... Probably a gate on the other ide too, we really want to be spending a lot more time running around strip-mining the surrounding country-side than we do hiding behind a wall not getting killed...
We could probably make an emergency wall using splinters. just jam them into the ground, pointy-side up, and loot anyone who tried to sneak into the camp during the night when they couldn't see where they were going...
A ditch with a hump behind it would be enough to give us a small advantage over anyone who attacks, and give us something to hide behind if stuff is thrown at us. Ideally we would want an inner area with very limited access for storage of valuables and secrets. A restricted area with a wall around it for any time the outer-defences are overrun, a star-fort(star forts, in addition to being resistant to heavy artillery, are pretty good at providing a clear view of your own walls, and you really don't want folk free to do secret things to your walls.) exterior defence, and a series of watch-towers in the surrounding lands. And probably an escape-tunnel through the mountain, with lots of access points outside the village, but only one within, it should be fairly easy to defend a narrow tunnel and pretty difficult to find and threaten lots of random, hidden, disused tunnels scattered all over the place.