Er... what?
Sots 2 is a new game, like literally. New engine, no recycled code. The strategic AI works fundamentally differently than Prime. AI that we haven't really seen yet considering its been hobbled.
The UI generally has less micromanagement that Prime, especially when you get to late game, and the devs have been saying for nearly 6 months that the game will receive significant UI polish once feature complete is hit.
So what? They still could have used similar code for the strategic AI portion, instead, they went way out of their depth and tried to do too much at once. And now we have a game with fundamental features missing such as random generated maps (which are a huge fundamental for re playability in most 4X titles today), to make way for some new terrain feature that 6 months after "release" is still as useless as anything.
The only real micromanagement hassle that SoTS prime had was fleet management, hence why they changed the system for SoTS 2, but you have severely rose tinted glasses on if you think right now there is less micromanagement in SoTS 2 vs 1. It's virtually unplayable late game (especially on maps with 6+ players) due to the sheer amount of clicking, bad filters, way too many screens to go into to do things, etc.
At the end, you and I are just going to have to disagree. I think the UI is going to be the weakest part of the game, and I firmly believe that there was never really a proper design of how all these new features work together in the first place. Kerberos went out of their depth with SoTS 2 and it shows to me.