Blink stalkers are very cost-effective units that are balanced by being very hard to micromanage perfectly. It's basically impossible over large area (during battles that take more than 1 screen) because it's pseudorandom which of your stalkers is targetted and needs to blink in any given moment, and you need to move the screen to that place to blink the stalker in time. AI knows health of all units without the need to move the screen to see it so it knows where to move the camera in advance.
AI perfectly micromanaged full limit army of blink stalkers during a battle that was 3-screens big. No human could physically do it with the current starcraft UI.
It's like chess pieces were 100 kg each and AI was steering an industrial robot :) Interesting, but it's mostly measuring stuff that's not about AI :)
In the next game MaNa went into immortals (units that specifically exist to counter stalkers in pvp), and still lost, because AI blink stalker micro was just so impossibly good.
To be fair to AlphaStar, figuring out that it's a good idea to do this is not trivial. You could say it learned a kind of exploit (of the artificial restrictions placed on it).
Yes, the APM, in terms of raw numbers, was constrained. But the computer used its APM in a completely different way, one which players could not possibly replicate.
One obvious example: the AI doesn't use control groups. To anyone who's played Starcraft in a somewhat competitive fashion, that's a HUGE tell. Because the implication there, is that the AI doesn't need to make control groups, because it can just arbitrarily select whatever subset of units it wants to control, whenever it wants. Humans can't do that.
IIRC, the AI also tended to 'burst' its APM in the middle of fights. That's the opposite as what happens with human players. Human players often have higher APM outside of fights, when they're doing repetitive, simplistic actions (e.g. Zerg players slamming the "make lings" or "make drones" hotkeys on all hatches simultaneously) and/or spamming to keep up a rhythm. When they go into a fight, where they don't want to waste time on spamming and where commands to improve their position are less obvious, they actually tend to slow down.
That was a version that was trained for shorter time, though.
I'd say AI won mostly because of better micro and less mistakes, but I haven't seen the most recent games, maybe that changed?