Really good write-up. I agreed with most of your points.
As someone who started playing Total Annihilation in 1997 when I was 10 years old, graduated to TA Spring later, then Forged Alliance, Supreme Commander 2, Ashes of the Singularity, Planetary Annihilation, and most recently Beyond All Reason - I can say that you seem to understand some of the aspects that make this particular genre so great.
In particular, I'm glad that Ashes 2 is going even further in the direction of macro-oriented low-micro playstyle - this is the direction that RTS games NEED to be moving in as a whole already. The latest two examples or RTS games that attempted to replicate the micro-heavy Starcraft style of gameplay, Battle Aces and Stormgate, crashed and burned in spectacular fashion despite being multi million dollar projects.
For me that's a message from the RTS community, loud and clear, we want to move in the direction of epic-scale, macro-oriented battles. The heavy micro small scale RTS games had their heyday, and that era is now past. So the recent trend of RTS games like Warno, Broken Arrow, Sins of a Solar Empire 2, and now Ashes 2 means we're finally moving in the right direction.
However, I do want to both emphasize the final point you made and also urge a word of warning:
You are correct in saying that the 2v2 style Player vs AI battles are ABSOLUTELY the most enjoyable and replayable parts about these games that keep people coming back forever. However, ALL of that is contingent on having a good AI.
Just as a prescient example, Sins of a Solar Empire 2 is probably the best RTS made in at least a decade in EVERY CONCEIVABLE WAY that is held back by one profound design flaw - The AI is absolutely atrocious. Even with massive resource cheats and huge advantages over the player, it is so incompetent and irrational in its decisions, it cannot be relied upon to make interesting or close games.
This is a shame because it's like making the highest quality sports car known to man, then forgetting to include the driving wheel, the gear shifter, or some other intractably important component that the game can't survive without. Games like Sins 2 and Ashes 2 will NEVER have a big and consistent enough community to always sustain the large PVP style games that people love, and even if they did, most players just don't enjoy PVP.
There are 3 major ways to handle this:
1. In 2025, the easiest and most sensible solution is to find a way to make machine learning work for you. With all the modern AI options available to developers, there's simply no reason you could not invest in a machine learning solution that would create - without any doubt - the best and most advanced AI ever created for an RTS to date. The upfront cost of developing this system might initially be problematic, but once the system was in place, the algorithm basically teaches itself.
This is the best option not only because it produces the best possible results, but because of the NOVELTY of the approach. You can advertise Ashes 2 as being the first major RTS ever made to use machine learning to create an unbelievably powerful AI that does not need to cheat or be given unfair advantages over the players just to keep up. This creates more hype and excitement about the game as not just another RTS sequel or TA spinoff, but something profoundly unique and interesting in its own right.
2. Make the AI moddable to players, or alternatively, allow players to create an AI from scratch for the game.
This is basically crowd-sourcing the AI to your own community, but nonetheless, the community will be willing to create a better AI in most cases than your team can, and for free.
Again, a big disappointment I have with Sins 2 that I hope you can learn from is that they have one of the most modder-friendly and easily accessible modding architectures of any RTS ever made - except for the one area that actually matters the most - allowing the community to tweak and develop the atrocious AI.
3. The third option is the traditional method of just hiring some very experienced developer(s) to create an AI for you, but I find this to be the weakest and least attractive option of the 3. It doesn't have any novelty, it's what every other RTS is already doing and has always done, and in the end, no matter how talented the AI devs are, once the players understand how to beat the scripted design, it becomes boring and the outcome is pre-ordained.
The value of the first 2 options are NOT ONLY that they can create better AIs and that they will continue to produce better AIs until the end of time, either by machine or community - it's the multiplicity of different AI engines that you are capable of creating by either outsourcing this to machine learning or modders.
So my final thoughts are, learn from Sins 2's tragic mistake. If you're going to make a game designed around PVE, then God damnit, make a game designed around PVE. Do something no dev has ever done before and structure this design axiom into your game from the ground up. If you launch the game with a mediocre and predictable, scripts-based AI, while calling it an epic scale PVE game, don't expect people to review it well on Steam. Expectations are high, and you have to have something that sets you apart from the pack.