I would suggest doing a better job with understanding SC in general though, so you can talk about the theory more.
for example, when you were talking about the expansions and when to take expansions, you obviously made that up on the fly. the actual case is that in SC1, in the early days, many players often went 1 base directly into aggressive attacking and harassing. But eventually, when the number of harassing options became limited and people became very good at defending, the benefit of harassing and early game aggression began to lose appeal. Terran started going FE more often (oov), zerg went into huge expansion map control phase as well (example, see how yellow and julyzerg's play style differe from the macro and management style oriented savior). That is why SC1 is often has quick expansions, and when expansions aren't quick, they are often timed to mirror a weakspot in the enemy's development. For example, as soon as DTs are out, protoss can expand if zerg doesn't have overlord speed.
But in SC2, the game is still being ironed out. Early game aggression is still very powerful because neither players are sure what all the options are. Neither players are entirely sure of all the build orders, so not sure when the enemy's tech is weak, thus the best time to expand. That's the main reason why expanding early in SC2 is still not as a fine-tuned science as it is in SC1.
anyways, ur commentary on that topic was bad. haha