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 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.