Well, there's micro and then there's micro.
With my fleetball I hit '1' and right click to move, it kills stuff, I right-click it onto the next guardpost. (Note that I very rarely right-click a unit, I move my fleet close and let auto-target sort it out.)
With Siege Engines I have group 2 and group 3 both assigned to them. Group 2 is the Siege Engines and the Cloaker Starships, 3 is just the siege engines. I do this so I can power-down the sieges, losing them all to an autoattack against a random fighter sucks (and happens so freaking often.)
So, to use the sieges I have to:
1) Clear the Tachyon guardian on the warp point with other units.
2) Hit 3, K, to powerdown the sieges
3) Hit 2 and warp to the AI system, making sure the cloaker starship goes first.
4) Shiftclick-move around the tachyon guardians on the other warp points and then using ZX find the correct position so the sieges are in range.
5) Wait for the sieges to move and reach position.
6) Pause the game, hit 3K to power up the sieges and right-click the guard post.
7) Wait 15 seconds, watch the salvo get launched and while the shots are still enroute pause the game.
8
) Hit 3K to power down the sieges, hit 2 to select the Cloakers aswell and issue the run away orders.
9) Unpause the game and pray the guardpost dies and hope the AI's response only kills 1 or 2 siege engines before the cloak timer runs out and the siege engines are protected again.
10) Repeat until enough siege have died that the single salvo they get off is not doing worthwhile damage and retreat to refleet.
I suppose I do need to say that for the record I'm not one of those who are complaining about the lack of micro. There's plenty of micro available, it is just a matter of where your personal micro vs. losses balance point is.
Note that I consider micro and anti-blob mechanics to be two very different things.
(Expect actual feedback after my game session tonight.)
D.