I was saying that both are overused.
> one of the big problems is that the heuristics for a heuristic algorithm must be designed by with human insights
By "heuristics" I don't strictly mean "rule-based", but you can do a good job in reducing the search space by a large amount if you program in some common sense that will discard obviously bad moves.
It would be surprising if the devs did understand all the interactions, as it would mean that the search space is trivial. SC2 is not that much different from chess, and, to my knowledge, the best chess-playing AIs don't use genetics. They get much further with trees and precalculated start- and endgame moves.