You think so? My impression is that SC2 had a lot more of repetitive tasks you had to do. E.g. wall off the ramp, send a worker scouting, ... and you have to perform certain actions every X seconds (like using chrono boost). A lot or mastering the game is rote learning, and polishing a build order. Another big part is constantly scouting and reacting to what the enemy is doing.
Due to those reasons I found SC2 a bit tedious (it was still fun, just felt more like work than SC1). Granted, this is maybe because I played SC1 more on LAN, and there wasn't all the metagame going on. But I think SC2 really does focus on "grinding" and rote learning to get better, probably this was chosen to make it more "eSports"-like.
If I would get to design a SC2.5 or SC3, I would remove all the rote - the actions you always have to perform - and I would give the player the opportunity to trade off more between macro and micro.
Actually, it would be cool if you could "research" certain AI features in game for a cost. For example, have one upgrade that micros your marines like a pro, or positions your units in sensible formations. Another player could counter this with a "radio jam" ability, that would make your units in an area take bad formations, or be controlled by a very simple AI. And if you are good at micro, you could save the update, or invest it in an update that makes macro simpler. And so on, I think there are a lot of things one could explore there. Maybe opening SC2 to AI exploration can lead to such gameplay innovations.