I understand it’s unlikely my voice is relevant, especially here of all places, but I would just like to state my vehement disapproval for adding additional automation to this game. However, I do not think anyone’s opinion on this matter is wrong, for it is certainly a subjective problem.
Essentially, the question is thus: where on the “Real Time” versus “Strategy” continuum should AoE 2 lie? This continuum is defined by how constrained a player’s attention is while playing the game. Each additional quality of life feature that gets added to the game pushes the game further from the “Real Time” side and closer to the “Strategy” side. This includes features like better waypoints, automatic farm reseeding, and even seemingly minor features like new hotkeys to append units to control groups. Each individual feature added is certainly not necessarily a detriment to the game, but is also not necessarily a positive, and so careful attention needs to be paid to exactly where on the continuum the game should land.
The debate over where a game should lie on the RTS continuum has happened many times before, and in particular this is reminiscent of the design discrepancy between the original Starcraft and Starcraft 2. See this article for an interesting take on the result of those differing decisions on how that game is played. But the essential component is this: removing purely mechanical difficulty from a game changes the essence of the game.
Which is why I do not think automatic queuing for villagers should be added to this game. Features like this change the game on a fundamental level, so much so that they should be reserved for an entirely new entry in the genre, not a remaster of an old game.
To go a step further, I would also advocate for the removal of the automatic scouting feature, and possibly for the removal of certain other recently added quality of life features. For example, I do not think it should be possible to shift-click monks to collect every relic on the map; I think something is lost when your attention is not split a million different ways when you’re playing.
Unfortunately, I do not think there is an obvious line in the sand that can be drawn to decide which features should be cut and which should not. Certainly the game could be pushed too far to the “Real Time” side, e.g. by requiring player input for villagers to drop off resources once collected. I think the general idea, though, should be to stay true to the spirit of the original game, and not push it too far away from what it once was.