Well as it seems that you are just searching for things to blame me.. this will be my last reply here.
So you took the bait. Supreme commander from a game design perspective has always been about removing UI limitations and making mechanics easier to enable you to enact strategy. Clearly mechanics (APM and ability to click fast / accurately) are still important but the power the UI has in supreme commander over other games like stacraft is huge - build templates and engineering assist orders and infinite build ques for some examples. You should go and play a very mechanics heavy game like starcraft brood war with a viewpoint like that, as far more of the skill is in the mechanics than strategy and APM is king.
Dunno whats the bait here.. u asked for my opinion and u got it... but oh no i got baited..
Imo making infinite loop is just stupid spam and has nothing to do with strategy. Playing strategic would mean to react on enemy unit combo and try to do counter units.
And what would be the use of an infinite que in a game like BW without infinite res ? Que might spend ur last minerals, when ur mineral field is exhausted and u won´t be able to make a new expand.
Ofc Blizzard games are faster and apm is more important especially due to unit abillities. But even with overninethousand APM it will be hard to be "king", if u miss the strategy basics.. if u don´t have a proper bo on a map, with a good timing when u have to push (6-pool rush, proxi rax..) , or make the wrong units ( armor/attack types ).
As u said the important things in this games happen in apm-heavy combats.. so there´s no need for a "huge" ui with zoom over the whole map..
or infinite loop.. cause u just have 90 / 200 food / supply
or complex build templates.. cause u don´t have a adjacency bonus for building.. or walls for your point defences.. u usually try to build ur base as a fortress, trying to block some map specific choke points.
That games are won in the fights and therefor u need for example a UI with a unit selection that shows me in green/orange/red the hp status of my units. Isn´t that a powerful tool too ? ( Yes it is.. but not necessary in FAF )
Both UI´s are great for their kind of games, but i don´t think, that the UI has more power compared to other good games, just another focus.
If u want to see a poor UI, than play a game like Cossacks, where u don´t have the ability to use shift to give more than one build/move order.
Why dont you just stop playing with build ques above 10 and with no repeat? it would clearly make you a better player as you constantly adjust your unit mix to perfection.
I already do partly. My core factories don´t use ques untill late T3 stage. Ofc on land maps i need some T1 spam factories on infintite que, but i try to adjust it about every minute. My idle core factories often saved me by forcing me to look at the map, checking the enemy and decide, what to build next.. that improved my skill level.
You should go and play a very mechanics heavy game like starcraft brood war with a viewpoint like that, as far more of the skill is in the mechanics than strategy and APM is king.
The list of RTS games i played is long, i don´t like any other genre. For example i played Starcraft, Warcraft III ( looking forward into reforged <3 ) and Starcraft II with at least 1k games each.
Now im old and slower, so i prefer games like FAF
with a good balance between micro and macro and i love it the way it is.
With some advice u can learn the basics fast and play at a high level, but if u wanna be "king" , then u need to work on all that 1000 little tricks that might give u an advantage... like reclaiming and rebuilding T3 mex.
For me this keeps the game interesting to seek for new oppurtunities and even after years of playing u can still learn new things to improve yourself ( reminds me that i should prefer to waste my time on studying some great mechanics that i´ve seen in the 4o4 tourney ).