@Wingflier: right. There's a danger there; a fine line between "a game that gives you cool power-tools" and "a set of power tools".
I say this as a person who absolutely loves coding complex power tools to do things for the player that... well, really weren't very necessary
Like that "split selection across specified control groups" context menu I worked in between 3.120 and 4.0. I've gotten several requests to re-add the Give Resources context menu, and one or two requests for some of the other functions (notably draggable galaxy map planets), but not a single one for the split-selection thing
I'll probably re-do it anyway since _I_ miss it when I play, but that's just on my own time.
Anyway, back to the point: I'd love to have meaningful tactical macro controls, and it's the sort of thing I can code for fun, but in order for it to be at all likely or even acceptable:
1) The requested function needs to be very, very specific and concrete. A good way of getting towards this is analyzing the micro you use to accomplish the same effect. More generally: in order to automate something, you must have done it manually
a lot and have analyzed that manual process in great detail.
2) It needs to not involve insane CPU/memory cost or large alterations to how the game handles stuff, etc.
3) There needs to be a significant number of players actively wanting to use it in a game, rather than just a cool thing to have laying around
4) If/when something is actually implemented along these lines, it is almost certainly not going to be totally complete, and if requests jump straight from "please add pieces a, b, and c" into "you did a, but it's useless without b and c", the likely result is the removal of "a"
All that said, I am generally in favor of those sorts of tools for players who want them, whenever I have the time/inclination to implement one or two of them.