@Wazzz: Well lets face it some races are harder to play with than other races. Exhibit A: Zerg.
There is a very very low chance the Trade Prince will die

So instead of
when, I will say
if;
IF your hero dies there is a 'Buy Back' system which instantly revives your hero at half hp and zero mana, but is rather costly when you reach higher levels.
To me, melee gameplay it's the option of choosing a hero that is your central unit and army leader. This basically what my hero is, with the addition of just one extra role, albeit a major role; he is also a base.
I had the same thoughts as you. That's why I tried to solve any potential problems to the best of my abilities;
Buyback to instantly revive your hero so you won't be crippled in army size for too long
No initial attack lest the player decides to rush
Since there is only one production 'building', I decided to give the hero 'Mercantile', which compensates for this
Combat Training allows this hero to be versatile
All hero abilities allow the hero to regain mana, so you will be able to hire units again if you run out of Mana (mana gain from Combat Training, Lesser Clarity Potions from Temp. Shops, Mercantile gives extra mana if you sell items). Unfortunately lol I made hiring units far too cheap in mana cost (which also is one reason why Sappers are so OP)
The fact that the abilities are quite diverse and give the hero its own role (CTraining is if you like vanilla gameplay and is good for making the hero a tank, SVendor is good if you wanna play defensive and get Engineers, Mercantile is good for BUMRUSHES lol) compensates for the fact that you have only one hero to choose (but lets face it, players pretty much just choose one hero and stick with it)
Regarding Engineers, note they are ~semi-heroes~ and were not designed and do not have to fit in to normal hero roles.
But I must agree, my hero system will cause some dramas. I myself have not discovered any as of yet, aside from the low mana costs of hiring units.
Item management is entirely optional. Whether you can micro Engineers to use items effectively or not is not game-deciding (unless of course you are versing an opponent who can micro).
I designed this shit well knowing it would require high micro. Honestly, is it that hard hotkeying your base and pressing 'W' three times every 45 seconds? (and if you are extremely good you can buy a Worker every ten seconds). Also; since you gather gold quite fast, it is possible to build a second Workshop in one base for double lumber rate.
@overcold_ice: Jesus christ mate type properly. Why can't you type like you did in your final sub when you are posting? Are you just trolling me?
Honestly, it is not so hard to micro. Everything is hotkeyed for you. Kaboom! has the same hotkey as Attack. And if I could micro sappers properly, most probably can (I'm like a 3 on a scale of 10, with 1 being a thumbless blind retarded dead prokaryote and 11 being Moon/Grubby).
>No rally point? Too bad. Rally points are a luxury. Back in the old days, there were no such thing. Ctrl + left click then right-click a tree
>Gold cart is not my fault. I set its collision to 48, but I believe the harvesting ability screws it up. This is not even a valid point. Isn't it better that your carts go uninterrupted to your mine?
>WHY. FUCKING WHY does the hero make you sick? PLEASE TRY TO FOLLOW WAZZZ EXAMPLE OR I WILL JUST IGNORE YOU.
Conclusion: I agree, it is micro-intensive, but honestly you are either playing badly or exaggerating very badly. And knowledge != skill. Ofc knowledge contributes to skill, but I would easily beat some 11 yr old in CoD if it was my first time and he had the game since he was 5.