The 'combined arms' approach where your 'macro' is turn-based and your 'micro' is real-time is doing very well in Total War franchise (briefly mentioned in the article). Turn-based aspect of settlement/empire management flows much better than real-time base-building aspect of the classic RTSes. Battles being fought in a separate real-time ux means that you can field thousands of troop models while micro-managing tens…
You say "richer", I say "removes important difficulty". Part of what makes the genre interesting is balancing your attention between these different aspects. But more importantly, it's critical to an RTS that you can use micro to disrupt enemy resource gathering. If all unit movement is decided on a turn-based world map, you can't sneak around a distracted army to take out a strategic point. Micro still influences wh…
Sure you can. In civ for example, sail your fleet one way under fog of war, move your army another to suck in units.
I would argue that sneaking based on "the human playing the video game was focused on something else" is a less compelling dynamic than sneaking based on "real" dynamics.