The controls are a finely tuned machine in starcraft, as evidenced by the competitive scene with crazy apm.

If you dislike the micro required, thats fine, but just because it doesnt suite your preference doesn't mean its bad or clunky.

Just say “I dont like it”.

Thats fine.

If you want to “get” it, devote a few days to playing online multiplayer.

There is a design choice to be made balancing apm and technical play and I think they went to far towards the apm side. Could compare it to bullet chess. While broodwars was arguably even more neurotic it oddly seemed to have more surprising builds. Like many, I've been wondering what slower speed sc2 tournaments would look like.

Also interesting, they went with a specific kind of maps with things like nearly identical mineral lines, no islands or isolated high/low ground, map symmetry, not to big, not to small, ramps, chokes etc and then they balance the game mechanics around those maps making those choices almost permanent.

I use to download a lot of replays and there is a lot more technical fun to be had that is pretty much irrelevant in apm battles. It is also funny to see the game fall apart on maps that don't follow the standard design. Like, flying buildings should be fun not useless or the end of the world.

Huh? I specifically said "my lingering impression". What I described is how the game felt to play, to me. I'm not talking about preferences and I'm not asserting some absolute universal state.