____So there's actually 1 really important element in the design of this game that was explicitly adopted from moba games (according to the developers in one of their early reveal interviews) and I want to touch on what it is and why it's an issue.
_____This specific aspect is called the "skillshot", which generally speaking as an aimed damage ability (generally affecting a line). I have the opinion that this game has too many of them. I'm sure the first reaction people will say to me saying "there are too many skillshots" will be to say "git gud" or "learn to play", but I'm going to explain why I think skillshots aren't necessarily good design and why having too many of them in a game can be detrimental.
_____First of all, I want to put aside any notions that I dislike micromanagement. I grew up on games like starcraft broodwar, and warcraft 3 where micromanagement was a very important skill to have, however micromanagement was an extension of tactical decision making that required players to see what their opponent was doing in the moment, predict their opponents intentions (generally through an understanding of the positioning and the meta) and then react to that information with a micromanagement action.
_____The best example I can give of this style of micromanagement is the Blink Stalker in Starcraft 2 Wings of Liberty. Blink stalker micro, not unlike how eldar work in dawn of war 3, was about absorbing as much damage as possible with shields, and preserving as many units by using a short range teleport ability to pull injuried units back from the front of an engagement, without fully withdrawing them from that fight. An opponent would either have to persue the injured unit(s) to kill it, or change focus to closer and healthier units. Luckily for all involved, most of that prioritization is pretty well handled by the ai and pathing systems so you ended up with a clean engagement on either side.
_____The point in this example, is that during the fight a player uses micromanagement to preserve their units as a reaction to the way the fight plays out, and an individual judgement about the status of their units and the outcome of the fight. This is in comparison to spammy ability based micromanagemant that is very prevelant in this game, where the fact that many units have the ability to attack is secondary to the utility of their particular ability. For examples, the scout marine squad has bolters but is only valuable in a fight for their blind grenade. Similarly, the tactical marine is only valuable for it's flamer, and lets be honest the assault marine would be a much less useful unit if it didn't have the ability to jump everywhere.
_____I should give the assault marine some credit, because the mobility of the assault marines jump is probably one of the most refreshingly versatile abilities to use in the game, and I think that's great. I would love for more abilities to be reactionary in the way that the assault marine has the ability to engage, disengage, disable, or kill just about anything in it's path. (It's pretty clear by now that assault marines are overpowered because that versatility is unique to them in an unfair way)
_____That said, when every other ability is a line based skillshot that does damage (helllooo eldar), I find the kind of tactical interplay very uninteresting. I don't go into a fight thinking "how can I make good use of positioning, and how can I react to my opponent's positioning" I instead think something like "i need to be ready to throw as many grenades as possible and use as many as my elite skillshots as possible" with positioning micro and unit retention being on the back foot.
_____My impression is that skillshots don't actually contribute to this kind of tactical interplay. When I go into a fight in dawn of war 3, my first impulse is "use everything before the enemy can use their things!". It's a kind of musket warfare where in order for each unit to actually contribut optimal damage, each unit has to be told to do so explicitly.
_____20 years ago, this would have been seen as a foolish design. Why do my tactical marines need to be told when to turn their flamethrower on and off? Why do my banshees run past my enemies when they charge them? There's a general consensus that micromanagement is interesting and healthy, and that simply attack moving is both frustrating from a point of balance and counterplay, as well as being boring design.
_____And yet, I think the best examples of micromanagement design is when a player doesn't know how they're going to use abilities when they go into a fight. Saying to myself "okay, as soon as I get into this fight I need to short-jump my assault marines over the enemy forces for maximum damage!" is not as interesting as playing the fight out and reacting to the circumstances in the moment.
Continued in first response