Brilliance? I thought queuing everything was kinda lame, myself.
Then you may not be thinking about it from a design perspective.
In general you have turn-based strategy games like Civ, that have been deep(excluding recent installments) but have been extremely unsupported and underemployed from a Multiplayer perspective.
On the other hand you've had RTS games like the Blizzard-crafts, that were designed more for multiplayer, and have received much more multiplayer popularity and support, one even being watchable enough to be called an "esport", but are shallow to a fault.
Maybe some strategy nerds will bring up an exception or two, but the paradigm has mostly been Turn-based Vs RTS, Deep vs Shallow, Singleplayer Vs Multiplayer
When Stellaris was released in 2016 I saw it as an attempt to bridge that gap, and to tap into the Twitch market. It was a grand-strategy game that attempted the depth of Civ in Space, but was almost completely designed around its somewhat unique queueing system, all the way down to little mechanics like Tech Overflow, and the monthly pseudo-turns, that made it much more popular and appropriate for multi-player and streaming.
Is that Brilliant game design, trying to make a game with the best of both worlds? I'd call it at least astute, in theory anyway.
There have obviously been a lot of bumps, and bugs, along the way. Perhaps the developers would have stuck to their original vision if their game-stutter and other issues hadnt killed off so much of their multiplayer community.
Honestly, from a lot of the design choices I've seen Stellaris may as well be completely re-released as a turn-based game.
Why is there no Growth Overflow for instance? Growth is now no longer pop-distinct, its treated as a resource like everything else, so why does growth have breakpoints rather than overflow?
Why did they implement a system like job-strata, which has seemingly no purpose other than to fill a developer's economic fantasies, and to punish both the player and the AI with bug-riddled inefficiencies, or mind-killing micro.
Why have sectors, which were always better in theory than in execution, been reduced even further in scope?
Then there's the example of migration no longer actually existing as anything more than a function of growth, the example of buildings no longer being economic to queue...
I could probably think of more examples, but the point is that the game no longer functions in real-time, even in theory. If thats the case, then all its real-time elements are no more than vestigial, serving no purpose.