So, what do you guys think of micro in the context of game design and forced alliance?
Personally, I think micro is fine to a very limited degree (like using ACU overcharge early game if that can help you hold the line) but it's not something that should be expected of players to make up for a deficiency in features. (For example, SAM's overkill targets and it's unfair and unreasonable to expect everyone to just micro their 10+ sam's and click on all of the fast moving targets in a crowded sky all because GPG didn't program AA to target aircraft rationally.)
Fundamentally, I think the strength of Forged Alliance and Supreme Commander that allowed it to be the largest scale strategy game in existence (definitely at time of release and even combat games with hundreds of units divvy those units up into groups) is the fact that the player doesn't have to babysit their units. There are a lot of intuitive features to save as much of the commander's time as possible so that they have more time to look at the big picture. This is great because fundamentally you're not just pumping out units but you're building systems, just like in reality.
So personally, I think every effort should be made to minimize the necessity of micro as much as possible in Forged Alliance and every strategy game (alot of RTS aren't strategy games but tactics games. In tactical games, more micro is acceptable.).