The problem with auto resolve is that it's always suboptimal. It's always going to be a punishment, and for players who optimize all the time, it's hard to accept that.
It's not really a punishment as much as a tradeoff. You pay with a suboptimal battle (perhaps a lost cavalry unit or ranged unit, or less XP, or more damage than assumed) for saving RL time.
It is a punishment and a very bad one. You accept suboptimal results not for a mistake, and not for a lack of understanding, but rather for not having all minutes in the universe to solve uninteresting problems. I consider that a failure in the game design, but it's one that we all put up with.
We don't all put up with that
But when games like that get 81% average meta rating ... you may realize now why I called the genre doomed. It shouldn't be called 4X to begin with, AoW 3 is a combat focused turn based strategy game, the stuff aside combat (and not directly related TO combat) is less 5%, and the auto-resolve is of course a really bad crutch that developers put in once they notice that their fancy combat takes up way too much time. That is why Civ, Moo 3 are the superior 4X, you don't have influence on combat aside from how you designed your ships, battle orders and fleet order. Every combat is thus on equal footing with the AI and every combat requires the same (very short!) time. Same for stacks in Civ 4 or how it works in Civ 5... these games do not put any micromanagement on each combat engagement, they put micromanagement on the 4X aspects of combat.
I guess if I had to explain this better, I would say that a 4x with combat has to make that combat part of the gameplay. Not an
additional game (I mean, often combat even has loading bars.. in this day and age!). As soon as there are basically 2 games, you end up with tons of problems when it comes to auto-resolve... not to mention the fact that battlefield and overland map don't fit together often...