Amidst the 'better game' jokes of 2GD I started to think: We had these in SC too, but not this one. Rail-bridge jump, plasma climb, specific rocket boost/jumps; they all give the same feel of the hard and useful trick as things like muta stack control vs turrets/triangle shot vs scourge, shuttle reaver drop-micro, vulture/corsair patrol micro. Looking at the bigger picture the games are nearly identical, but when trying to emulate the pros SC2 can feel really similar to a fan, while in BW and QL you can hit that sudden wall, and while it is a wall of pain, it is also a wall of amazement and appreciation. "This feels like it is impossible" were the words of dApollo just after seeing James do it before him.
In BW a phoenix would need to be commanded to patrol forward then immediately after the initiation of the animation commanded to move forward; a colossus would need to either move back then hold position then move forward or be commanded to patrol 270degrees backwards then to move forward.
These micro techniques or tricks are there because of the way the engine moves the units and the different detection algorithms work, similarly Quake's physics make everything work. The StarCraft2 designers made a choice with macro, they recognised that their design hampered depth, but implemented 'macro mechanics' in order to remedy that rather than making a change to the primary way the game works. As they seem rather reluctant to mess with anything of the sort if they wanted look into micro they would probably do something similar. Would implementing a micro mechanic of sorts be even possible, or a right design decision? Am I correct to feel that this is a necessary missing element? I would appreciate to hear some opinions.