I think that many games like Starcraft are far too dependent on micromanaging your economy to be successful. Most players would like to think that success was largely down to strategy, and typical forum advice tends to be about what to build against what. Refuting this, a pro player called Destiny played his way into platinum league (I think) using mass queens, which is a terrible strategy, but because Destiny managed his economy better he could make more of them and win anyway.
That said, I think that stripping out the base building tends to strip out the strategy as well. When and where you expand, which choke points you block up, and what you build and research are interesting decisions that define strategy. That's why games like COH and DOW, while fun, aren't really strategy games.
What they need to do is stop requiring player input for details that rarely need a real decision. For example, you should never stop building workers in Starcraft, so there should be a way to have them build automatically. Supply depots, overlords and pylons are just built as needed and involve no great strategic insight, so they should be removed. There should be scout units, like the ones in Empire Earth, that scout the map automatically.
Unit queues are exist in Starcraft, but you must pay in advance, which ties up resources and makes you fall behind your opponent. So good players don't use them. Unit queues should require payment when the unit starts building, like in Age of Empires, allowing you to use them and still win.
Of course, while Starcraft and its sequel are too dependent on micromanaging your economy, they do a lot of other things right and other RTS games like Total Annihilation, Supreme Commander, Age of Empires, Command and Conquer etc all have their own faults. Total Annihilation for example makes base defenses too effective. Starcraft also does its story far better than most RTS games do. It's not a great story, but most RTS games don't even try.