What about the Homeworld 2 system was realistic? You do realize there is no advantage of being higher on z axis in real space as a ship can face any direction right? Coincidentally, no military would create a ship with such easily exploitable weaknesses.
I couldn't agree less, we might as well have all races flying spheres with a full 360 fire arc if you follow that arguement through. An effective design perhaps just not for a computer game.
You didn't have to micro manage in Homeworld, but you would suffer vs. an opponent who did unless you significantly out numbered them.
That sounds to me like you had to or you died.
No micromanagement had its place, it influenced the game in a small way which could turn the tide against players evenly matched in other areas. There were plenty of other methods to consider that were equally effective.
I can also recall large battles in HW2 being fought on several fronts, you had to decide where to concentrate your efforts you didn't micro manage all units on all fronts it really wasn't a problem.
Once again, that sounds like a problem to me. You are overwhelmed, there is too much to command, and it's no fun.
It took practice and experience, mostly in deciding on what to focus on and how to play out complex scenario's. Quite often you would send small numbers of ships completely un-micromanaged to certain death as distraction tactics or to gain positional advantages elsewhere. It was no different from SoaSE in that respect, it wasn't a problem and it was a lot of fun. What it definately provided was a good reason to face similar battles and odds again, the fighting was less repetative as there was greater variety of gameplay open to the player.