Also, if units are walking through a valley, units on the high ground can shoot the ones on the low ground but not vice versa.
AoE has monks which can take control of enemy units.
The fact that Starcraft has more micro potential should make AI development easier, not harder. Micro management is a relatively mechanic task that is time consuming for humans but which a computer should excel at.
There is a lot of tactical nuance and understanding that comes in micro, for a neural network/learning algorithm to understand and optimize is actually very impressive just as much as macro.
Knowing it's optimal to blink when your shield runs out before taking hull damage? To dance your weakened stalker to bait your opponent to overextend? To focus fire but not overkill? To wait for a projectile to be mid-air before blinking or picking in a transport? There's so much more to micro than precision and APM.
To your other points, SC maps have lots of ramps and cliffs and high-ground/low-ground impact (no bonuses, but vision constraints and battle surface area and choke points)
AI development is not easier because of micro potential, because it means the AI needs to be prepared to deal with a wider range of effectiveness for any given unit or set of units, they won't always scale linearly in impactfulness or between different player's playstyles
I can't really judge AOE's complexity, but from what do you draw your conclusion? Just based on the number of rules?