One of the things which ordinarily separates StarCraft from games like Go and Chess (besides that it is played in real time) is that StarCraft is a game of incomplete information. There is a certain necessity in StarCraft to act in the fear of information which you cannot confirm. For example, at the start of the game Terran will begin building a barracks before he has even scouted the Zerg base because he has to take into account that the Zerg may be getting Zerglings. Likewise, once the Terran has walled off his main, the Zerg must react to the possibility that Terran may be getting lots of marines, or he may be getting a vulture, or a wraith, or other innumerable possibilities.
What many call 'cheese' is the abuse of this incomplete information. The ability to surprise your opponent because he cannot see everything that you have. Some might say that this adds a certain element of luck to the game, especially in games where build orders were greatly influential to the flow of the game.
You could call this theorycraft, but it I call it planning. I have made a map with map revealers (in other words you can't see cloak and burrow, but you can see everything else), and I am going to play some games on it with your friendly neighbourhood Trozz.
My thoughts for how this will go, or rather, my plans for how I will play this are the following. Army units and buildings will not be constructed for a great deal of time. Much of the early game will be pure economy, because knowing that the opponent is not getting attacking units will give one no pressure to get army units in response. However, at a certain point there are just going to be too many things going on, too many expansions to keep track of, and one of the players is going to chicken out and start getting an army. If the other player notices this in time, he will have a slight lead in economy, if he doesn't he will be very far behind in army. Because of the huge economies and large number of expansions both players have, armies will get very big, very chaotic, very fast, which will be especially interesting in ZvZ.
During the early game harass with drones will be important. building creep colonies on an opponent's base before you have a spawning pool will force zergs to make a choice about whether or not to pull drones to kill it or not. Perhaps just one drone will be necessary since a pool hasn't been build yet, however, a proxy hatchery that presents the threat of a lot of sunkens later will be more difficult to deal with both because of the distance from the main to kill it, and the fact that you are trying to kill a hatchery with drones.
In Terran matchups, it's possible that a player could try to place a barracks where a CC would normally go in hopes that the opponent thinks it's just a normal expansion. Since this is sneaky and my opponent will read it, it probably won't work tho.
Static defence and posturing will be very important in this game, and could see standoffs akin to TvT. A straight up battle of one army vs another will yield predictable results, so it will be important to make attacks undesirable. At very least, a player will always be able to run away from a battle he thinks he can't win (until he is forced into his main and hopefully has more reinforcements than his opponent does).
Drops will be both good because they will know exactly where to go, and bad because the opponent will know where they are coming from. Concentration will be of the utmost importance, forcing the opponent to do so many things that he can't keep track of all your attacks.
Or it will be complete failure and the player with better macro will just dominate. I'm looking forward to finding out.
Map will be Longinus.