I threw in the part about "fluid unit control" to try and avoid the inevitable dispute, but the truth is there has never been as effective a micro-control scheme as War3 had. They took unit control to a whole new level.
If you want this game to be less of a click-fest, then the fix I'm pointing out is exactly what we need. As it stands, you would need a lot of scrutinizing, tabbing, hunting and searching for units in order to get the same effect that maybe 5-10 "press hotkey ability, click target" sequences could deliver. Instead of having a "focused" selection exist within a group selection, I would rather have my ability commands logically apply to the whole selection equally. It's not just chaining commands in order, I need to be able to issue multiple units individual commands from one selection, and not worry that my "top" selected ship with antimatter is on the other side of the grav well.
Top-level Warcraft3 ladder players fell into two categories: 300-400+ actions-per-minute clickers who controlled every unit individually, and people who hovered between 60-80 APM by making effective use of the control scheme provided. The speed-clickers didn't have a clear advantage because of the elegance of the system.
Sins could have it improved, but it doesn't need it, as there's no "click this now to not die", as the whole pace of the game is much more relaxed.
The problem is scale. If I want to specifically disable certain ships, buff/debuff certain ships, heal certain ships, it becomes impossible at a certain fleet size. I will win battles because of doing these things. Help me to do them by cleaning up the controls.