"6. Low Micromanagement"
Lol, are you serious? Check out what you'd need to do just to make your ships fire optimally in Cobalts vs. Cobalts: http://forums.sinsofasolarempire.com/453834/page/1/#3462575. I guess you never realized what [mini]game you've designed when you've added the fluctuating shield mitigation.
Or what a huge impact intense/mirco maneuvering can make to the outcome of battles with the same OOB of Gards vs. [their supposed counter] Cobalts: http://forums.sinsofasolarempire.com/455126/page/1/
Oh and the queuing is also rather insufficient by design (even when it doesn't run into bugs like the one discussed further down the previous thread). In particular, the strafe movements require the ship to be stationary for them to initiate, but queuing orders never results in a stationary ship, so strafing movements can't be queued... and neither can be the "full stop" order, which as designed cancels the whole queue. If you could queue "full stop", I suspect you could queue strafe maneuvers too. Why is [manual] strafing necessary or important? It's one of the easiest ways to pull off the "flowerpower" maneuver with Orky, to maximize its firepower. (See http://forums.sinsofasolarempire.com/454588/page/1/#3469432) And, while we're at that, who thought it would be a good idea for the Orky to have fairly large blind spot on top and for the default behavior of other ships to move over the Orky, thus in its blind spot? The best way (from Orky's firepower perspective) to break that kind of position is the controversial Z-axis (vertical) maneuver, which doesn't even have a key assigned by default.
And my favorite perhaps in the "low micromanagement" department: repair platforms don't auto-cast on planetary construction frigates (even if set to auto-cast on everything else). And those pesky construction frigates can't be constructed on demand (as you probably know and as in most games), but rather you have to wait five full minutes for them to respawn while the enemy is still in the system... with just a single scout, giving the defender the proverbial runaround. So, every time you forget to manually cast repair while the enemy pounces on them, you curse yourself for the next five minutes. Or learn to live without all the stuff the little bugger could have rebuilt during all that time (the resource extractors [multiple times each one in fact at 40 or so seconds per extractor], etc.) You should really watch some skilled MP replays (e.g. Doci vs. Grimm) to see how often killing the critical construction frigates comes into play, as well as how not-so-shy-of-micromanagement=skilled players resort to leaving one or more ships behind with queued movement orders to exploit the 10X slowdown in re-spawn time of the constructor if the enemy is present. Did I mention that constructor frigates have abysmally little self-heal compared to other ships, which compounds this problem? (About 100X less.) Everything related to the little buggers and combat is anything but tons of micromanagement in actually skilled games. If Warcraft were designed like Sins, then peasants would be the true hero units.
While Sins is to be commended for departing from a fair bunch of cliches in the RTS genre, the correct statement really is brand new forms of micromanagement for you to learn (if you want to play well).
(And this forum isn't exactly low on micromanagement either; I've just removed half-dozen "strong" HTML tags from this post, which somehow got spammed in my reply because I copypasta'd the text of your bold statement. I also find it necessary to edit links here by hand fairly often because the ones obtain by clicking on posts, e.g. http://forums.sinsofasolarempire.com/454588/get;3469432, do not work as expected.)