I absolutely disagree with every single point you made.
But that’s ok, since everyone has their opinion.
The facts:
Toggling an auto-queue is an active choice.
There is no difference between clicking once each unit to produce one and toggling a queue on, from the standpoint of a strategic choice.
Also, you have to deactivate the queue again when you wanna stop producing.
So, there is no difference in strategic choice, it adds nothing and takes nothing.
The only thing it changes, it saves you a little bit of APM.
But (!) you still have to switch the queue on and off, be smart about it and not accidentally leave the queue on, especially for military units.
People forget how punishing it can be to overproduce something that you didn’t want in terms of popspace and ressources.
Also, while you are being harrassed to the absolute limit and forced into a micro-intensive battle, it is not helpful at all having to leave your unit selection over and over in order to click h q.
The idea of having to manually train every single unit in single-numbers and not at least batches like in aoe3 (good one!), is very very outdated imo and feels very robotic.
It makes the game artifically more apm-demanding.
If you watch a lot of pro matches, throughout the match people’s micro suffers for even the most top-end players that exist, because they are being loaded with artificially bloated tasks.
It’s not the strategic choice behind it that overwhelms them, but the unnecessary robotic spam requirement of single-action buttons.
How is someone supposed to be fighting at 5 different points of the map while managing eco and micro-ing all fights perfectly? It’s not humanly possible.
Summing up some of the tiny-steps as a cluster and make them PURELY strategic and not spam-based, would make the game a lot more skilled honestly.
People would be more attentive with units fights, map control and other things and the overall skill-level would go up.
Even pro-matches would be a tiny bit more exciting to watch as the strategic part and the fights would be more competitive.
Last but not least, as I always curiously ask about this:
You are talking about apm, competitiveness similar parts.
What is your rank in 1v1/team?
Parts like this
“Do you understand what that means? It becomes a battle of endurance. If both players have automated spamming units into the middle of the map, you have created a deadlock with no engagement. How does a player make a difference when there’s little separating them?”
are very easy to explain.
It’s about timing, micro, movement of army, choosing which parts of your army go where, fight where, position where.
Flank with some, harrass with some, split some, or use them all together in a deathball?
None of this would be changed by perma-queues.
In fact, with the reduction of button-spam enforcement and artifically forcing you to de-select whatever you have selected over and over, these parts would become more challenging, as your ENEMY will ALSO micro better and be more attentive and use his ressources to invest into army/vills.
All this doesn’t take the choice off you, how many units you wanna produce, when, in which order and what you wanna do with them.
In fact, it only lets you EXECUTE these things a little bit more consistently.
And that’s amazing, as the overall gameplay would benefit for the player and also the viewer, as there will be more action.