Oh, I didn't understand what you meant. I thought you wanted it to move with the scroll wheel. In which case, this is what it would be like:
http://www.hiveworkshop.com/forums/pastebin.php?id=qzgg9y
(it is just an example though, not an actual system. ignore the map name and the extra code in the trigger)
Technically you can use trackables, but it would take up a lot of memory and performance. See:
http://www.thehelper.net/threads/trackmapsystem.121858/
In theory, you could create that across your map and detect when a player hovers over a spot on the edge of the screen (not sure if it will fire when the scrolling cursor appears though). The "edge of the screen" would be detected through some calculations (map-specific, it depends on your camera), it would just be a certain distance from your unit.
There are a few issues though. (1) trackables are on terrain, so you obviously can't detect when a cursor is on the UI. This means that you can't detect a downward scroll very easily (2) trackables can't be removed (Blizzard didn't really create a proper API for trackables) (3) it is very messy and the players might accidentally trigger the scrolling when they are just moving their cursor around. I recommend that you look into a different option. In my opinion, using the scroll wheel is the best option (as shown in that pastebin map). Arrow keys would be next in line (slow in multiplayer though). Abilities would be next IMO, but they take up UI space (as you've said). Chat messages/dialogs next, they take time to adjust.
I mean, you can certainly do cool things with trackables, but they require some manipulation and are generally better for smaller maps. If you have a 256x256 map, having trackables everywhere would probably kill performance. Even if they are just simple planes/boxes (iirc). Since they can't be destroyed, they aren't very dynamic for camera systems.