To me it is just one of the more clumsy aspects of the game as it stands. There are plenty of ways to ensure a 'different' early game besides forced micro-management. The most obvious being some actual reason to *want* to micromanage.
The argument that it is intended to cause a certain kind of behavior is really not a good argument for a mechanic which as you must realize by now (after arguing for a few pages) is really not working for at least a small cross-section of the players. The decision to make the player do more busy work until they develop a technology is at best difficult to justify, and at worst a bad design decision. To many people it feels like an artificial out-of-game punishment. Enough of those kinds of mechanics cause people to play other games.
I understand that for you (and likely for the designers) design intent is important, but I believe it would be more productive to brainstorm ways to make early game decisions more meaningful - to address that design intent, rather than simply opposing a change in the current rules.
The argument that it is intended to cause a certain kind of behavior is really not a good argument for a mechanic which as you must realize by now (after arguing for a few pages) is really not working for at least a small cross-section of the players. The decision to make the player do more busy work until they develop a technology is at best difficult to justify, and at worst a bad design decision. To many people it feels like an artificial out-of-game punishment. Enough of those kinds of mechanics cause people to play other games.
I understand that for you (and likely for the designers) design intent is important, but I believe it would be more productive to brainstorm ways to make early game decisions more meaningful - to address that design intent, rather than simply opposing a change in the current rules.