While the games got more accessible, they kind of lost a lot of strategies.
Supreme Commander 2:
Without tier 2 and tier 3 units and buildings, the game simply lost a lot of strategies and the approach to make factions more different did completely mess up balance. Worst was in my opinion the red faction, they research buffs and walking ships, which did mean they could very easy unlock way faster very broken tech. Imagine entire navy suddenly get legs and walk to your base and if you could deal with them, you had to face an unstoppable epic unit. Tier 1 units had there no chance, and it was the moment where you did miss your tier 2 and 3 units from previous game.
Empire Earth 3
Empire Earth 1 basically pick age of empires and make it 4 times bigger with 15 ages you could very well experience tech up, from stone age till space, your balanced perks factions work quite similar to AoE and you could even make an custom and decide perks for it.
Empire Earth 3 was with 5 ages and 3 unbalanced factions very painful, sudden quantum jumps from Rome to Crusades, over to napoleon to today, than to Future was a big mess. EE1 had 5 resources, EE3 just 2. Base build was nerved into oblivion with territories you had to capture.
Empire Earth 3 is more accessible, but very boring due to it.
Dawn of War 3
They removed a lot of base build and did not add proper counter units. You had no longer defense towers and tech to focus economy on one of the 2 resources, quite a lot of unit very missing alongside their strategies, by marines like transportation and healer units. Overkill was gameplay about just destroy 1 object on the map.
I really did not understand the motivation to make that game so awful.
-strong heroes that could with 1 ability wipe armies did completely mess up strategy
-destroy first defense structure did give you massive economy boost, but second was hard to breach without later game tech, I assume they did not want casuals to lose too early, but created an abomination where more skilled player got economy boost and had to wait till he had the tech to break through to objective. Pace was simply absurd, rush to key location, wait and crush.
Command & Conquer 4: Tiberian Twilight
This game is somehow not simply symbolic end of C&C, but the RTS genre. Because somehow they got into their head the idea base build has to be simple or even be completely removed.
There are no tactics, rush, tech-up, turtle, scouting, Micromanagement or Macromanagement, by just move handful of units who just shoot at each other to key locations.
We have seen a lot of projects ever since, but non of them seems to understand how important base build is for an RTS.