I dunno how ye got from my post to this
That's how grand strategy works. You want to have balanced fights with a lot of "in-battle" micro decisionmaking? Go play Starcraft.
Clearly what I said is that I want to remove the gameplay that encourages doomstacking as a viable day 1 strategy and I want additional elements that promote
decision making with consequences at all times. Loyalty on admirals, strategies and battleplans that do not change (without huge admiral skill influence) mid-battle, fundamental battle doctrines etc.
And there are *many* ways to fix doomstacking in such a system, by making larger fleets have a big evasion penalty for example (since in a big fleet, you can't just "evade" however you want, you'd be crossing into pre-set fire lines of other ships) by giving admirals a fleet size they can manage but beyond that it gets muddy with sub-admirals who might not be all super skilled.
Basically, if Stellaris were really grand strategy, my decision who to appoint as admiral, my empire battle doctrines and training programs for admirals, my exchange with a warrior insect race that teaches my generals new tricks. That kind of thing should play into battles decisions just as much as what I sent into battle and how it was equipped. Obviously in such a system, a "mono-weapon" platform would be incredibly daft thing to sent into battle, as any missile barrage is gonna be countered by PD which, believe it or not, happen to be extremely effective in space. And unlike the PD system, your missile ammo is
very limited. (That I don't want as micro management, but as a fleet management thing that plays into everything,
supply lines specifically)
I am not convinced about abstraction to the level of After the Empire... at that point it really becomes less of what I envision, and more of a... weird kind of numbers balancing game.
I just wanna have some more systems in place that make smaller fleets (with great accuracy weapons, or great evasion abilities) not inherently flawed strategies.