Generally speaking sometimes with people making RTS and RTS mods it might be a handicap if they're too good at the game. They are proud of their craft and/or feel self-conscious vis à vis the esports superclick champions so they feel they must make everything fast and punishing.
When you start a game, you start slow and educational, you don't pick folks up at champions level.
That's what classic rts games almost always did, up to teaching you how to click with a mouse. Experienced players might find it embarrasing, like "I'm not a baaaaby anymore", but they forget that this is not a "I'm a big serious grown-up gamer" contest. This is about getting to know a game and dive into its world. All your great classics probably were not enjoyable to you because they yelled "You are in E-SPORTS now, maggot" at you as soon as you booted it up .
As a designer, you might be proud of beautiful elaborate tech trees, but campaigns and such are an excellent occasion to make almost each unit and structure meaningful and interesting by devoting *time* and breathing space to try it out and learn its place in gameplay and lore. Not give you a million options on a 2 minute time sensitive mission.
^ this ^









