All of this is stuff that should be standard in RTS, yet somehow is not.
They're at odds with the competitive crowd's idea of what skills should decide who wins matches, and the autists from that one screech loudly online.
Because the market leader, that is Blizzard, didn't do it. Every industry, every creative medium, has very few people with actual vision that can innovate and do their own thing, most are copy-cats with minor twists going along the current fads. This is how you get major artistic trends... and this is why most indie games are trash even if they have no suits limiting their vision (see all the deckbuilders and other current fads on steam).
It's these two. Starcrap niggers are so fucking retarded they think that having a loop button on your factories is a bad thing because in Real Time
Strategy you should be... going back to click and add more units to the queue. They protest against anything that shifts the genre away from fucking around the UI to focusing on strategy, so Blizzard abstains from fixing their games, and then every other developer looks at Blizzard and goes "oh, well if Blizzard isn't doing it, we shouldn't either" and then they wonder why RTS games keep flopping.
Now I know what the first thing out of their slack-jawed mouths will be: "more micro makes the game harder and requires you to split your attention more, so that's a good thing!" and my answer to that is that if you want to make the game harder, require more attention, more things to focus on and keep track of and do, you should be adding more strategic elements, not intentionally making your UI dogshit. Piling on bad gameplay elements that aren't strategic does not make your RTS better. Piling on more actual strategic things to keep track of - like missile defence networks and power grids that can actually crash (you know, stuff that SupCom does) - does make your RTS better while also increasing the skill and attention required.