I feel that Brood War embodies this part of Clausewitz quite well.
The single player mode (and custom maps mode) all do not really require micro'ing to be very fun.
The rest of the RTS world relentlessly pursued micro, of course. And the MOBAs that came of that are fine for what they are, but what they aren't is something I personally want to play.
It always surprised me that parts of the tech research tree in any RTS didn't seem to include smarter unit behavior as part of the stack. Paying in-game resources to off-load cognitive load is an interesting loop!
Partial credit is due to Majesty, which is the only indirect-control RTS I've come across. Old game, but still fun for what it was. I liked the idea.
And shout out to Achron which managed to weave freaking *time travel* into the gameplay !!
(It also has a single-player campaign where you slowly get to learn the more than 100 units and features.)
But BAR/Spring seems like it would fit you better (it's also the closest of them to TA, which is otherwise a bit old these days) :
https://www.beyondallreason.info/
(BAR used to stand for Balanced Annihilation Reloaded, while Zero-K used to be called Complete Annihilation.)
Persistent between games: Configurable building templates - one building command queues whatever you set in whatever arrangement, rotatable on placement.
Factory infinite repeating queues with waypointing including automated airlift ferrying for ground units if required.
Adjustable waypoints. Move, insert, remove waypoints without having to redo the whole set from scratch.
Plus I like the storage aspect of resource management and the titanic units. Not so sure I care much for nukes though...
I believe that's one of the reason LoL and Dota became more popular than any RTS.
A master of click work, will loose against the onslought of material of the Big E, in the long run.
Its mostly visible in the pros vs joes matches of BAR Players, in which well managed exponential eco allows a recovery from impossible situations, marshalling exponential growth against several weaker, though elo strong players at the same time.
https://www.youtube.com/watch?v=QuAPHw3DwMY
Its like watching BIG O N^2 beating Big O lin N to pulp, but in a rts. Blink and you miss it though. Its the infrastructure bootstrapping itself, in the back of the base.
You inevitably end up with strategic considerations in games with more than 2 teams (especially if the teams are not locked), but most RT"S" matches are not played in these conditions (probably because they are too fast for diplomacy, which is itself a huge chunk of strategy).
I guess "Macro" is Operations ?