Sound like you want to play somekind of lane RTT where there are couple of attack lanes where you assign troops. There are a ton of good flash games for that.
Why does so many people want the game to play itself with minimal user input?
To me that is ridiculous.. Thats like watching AI bots fight each other.
There are already a number of siege options, overly powerfull static defences, plenty of reasons to scout, scan and expand radar network.
There are reasons to perform surgical strikes, take out critical enemy buildings with bombers or to reinforce certain locations.
Maybe you haven't played the game enough to understand the flexibility of the unit types already in play.
To have automated armies sounds really stupid. If people really want that I don't mind as long as it isn't forced on all players.
TL:DR I'm afraid you're confusing task automation with "let AI do the work for me". Automation helps you focus on critical fronts where microing matters more and makes individual units behave smarter.
I'm afraid you're confusing task automation with "let AI do the work for me".
I'm not talking about MOBA creeps and things like that, rather to add some diversification to a possible sequel or expansion.
I'll put some examples from Warzone 2100 (which is free and you should try to truly understand what I'm talking about):
Early game: Sensor tower
Basically a radar, you can assign artillery to it in order to improve their accuracy and automatically fire upon units in sensor range.
Useful in defensive chokepoints, but beware of...
Backtracks artillery fire and reveal position of enemy artillery firing at targets in its detection range, giving you precious information for a counterstrike.
Artillery units can be assigned to it so that they will retaliate against enemy artillery on their own.
Mid game: Radar detector tower
The next step in sensor warfare, it detects enemy sensor units in a wider range, helping you to cohordinate defensive strikes
Especially useful if coupled with...
VTOL strike and VTOL CB towers:
Similar to earlier sensors, these towers will instead cohordinate air forces assigned to them, allowing you to have a handy quick strike force watching over an area while you focus on the offensive.
In late game you get access to tech like sensor jammers and satellite uplinks to give the player even more options and that's only the information warfare part.
All sensors can be mounted on units to give you similar offensive options, while offensive operations can instead be given to a commander unit.
WZ2100 commanders are useful as units can be assigned to them in increasing numbers a they experience and according to what you set the commander to they will be more or less aggressive in pursuit, prefer maximum range or shorter range for better accuracy and how much of a beating to take before retreating to repair (and come back to the commander after).
Similar to Ashes meta-units, commanders can be used to help units around them to focus fire and regroup, basically helping with micro but not replacing it.
Adding a similar gameplay layer to AOTS would pretty much make it the perfect game, giving it an uparalleled wealth of tactical and strategic options along with smart units that don't behave like a bunch of suicide drones, a personal gripe I have with supcom.
Still afraid about lack of user input?
Welcome to the tech tree: http://betaguide.wz2100.net/Research.php?tree=1
There are several weapon classes, propulsions types and building defensive properties.
All of these interact with each other in different ways, meaning that you'll have to take care of properly mixing units otherwise you'd get armored columns kited to death by hovercrafts and same for defenses as bunkers can be easily taken out by flamers.
Automation is there to assist you so that you can focus on critical parts of the battlefield, but given the variety of tools at disposal a good player will make sure no trick will work twice.