yeah i understand your point. I also like to keep the micro that we have in the game.
But i think that BS shooting T3 subs is breaking the balance, when you have bs it's not worth it to suicide the torp on T3 subs, it's so much better to freely kill the T3 subs by ground fire.
Also as i said i like to keep micro (air fights, dodging shots, army movement etc etc etc), but i don't like bs groundfire, because it's pretty counter intuitive etc (see previous points).
Well i never disagreed with the fact that groundfiring isn't properly balanced. It is way too strong vs atlantis/tempest/sera t3 subs to the point that most of then are in a bad spot just cause groundfire exists. I just think that the solution shouldn't be to remove groundfire but to make tweaks so it's way harder to do.
It's actually surprising if you look at other rts games how they are completely riddled with weird unintuitive features. In sc2 when you send workers to mineral patches they lose all unit collision functions and can go straight through other units. In Aoe2 shooting uphill will give you a big dmg penalty, but if you delete the unit before the shot arrives the penalty will just disappear and the shot will deal full damage.
Now the interesting part is that both of these features get "abused" by pro gamers and when they do everybody watching the stream is shouting what a sick move the player just made, because these weird unintuitive features enabled for more strategic gameplay and micro. As far as i've seen the majority actually likes it when these kind of plays are getting made.
Now i'm not saying this is an argument as for why groundfiring is good. I just wanted to mention that this "problem" is not at all exclusive for faf and that it isn't necessarily a bad thing.