The OP states his point clearly and supports it with relevant evidence. (1)
Not really sure why people are throwing the BS flag without subsequently citing their own counter-evidence to disprove him. (2)
Very slow, and I thought the hero units ruined the balance that I'd come to love so much in Blizz's work with Star Craft. (3)
Strangely though, the formula seems to appeal to me more in SINS than it did in WC3. (4)
(1) The problem with his evidence is that it can be applied to just about any RTS game ever made, and similar nebulous arguments can be made for X game in Y genre being like Z game in the same genre.
(2) I admit, I should have done this first, but having played WCIII for years, from my perspective the OP was utterly ridiculous. If it weren't for his very particular language, I would have thought this was yet another joke thread in the same vein as the Mario Kart threads.
From the perspective of those who have played WCIII for years (especially multiplayer), this comparison between Sins and WCIII represents an epic fail on the part of the OP to understand either WCIII, Sins, or both. To give a similar comparison, I could say that all living creatures are the same because they are made of cells or that all chemicals are the same because they are made of atoms. When you pick out an extremely small subset of details of a particular thing, you can always make some comparison between it and something else that, while otherwise completely unrelated, is in some esoteric academic way the same. The point is, it's far-fetched to say that a flower and a Tyranosaurus Rex are the same, although if you're really careful about it, you can demonstrate this point. However, the statement itself is DEVOID of information.
I could practically write an ENCYCLOPEDIA full of IMPORTANT differences between WCIII and Sins. There are about 20 things that spring to mind instantly without any hard thinking. I won't talk about the (finite) resource model, the worker model, the GTA-ATG-ATA model, the defensive structure models, the mere existence of levels of terrain and their myriad effects on strategies, the creep/creep denial, building placement/block/funnel strategies, map control/expansion strategies, tech levels etc. etc. etc. - I'll only focus on one detail - overall strategy.
In WCIII, there is virtually no macro. The only real macro present is microing your workers. Everything in macro is incredibly simplified to the point where training your macro past a certain 'bar' is pointless and gives no returns. The game is practically 100% micro. This is caused by an alarmingly high penalty for owning a certain number of units. This encourages players to build and move smaller armies with fewer units. And when I say few units, I'm talking about 5-20. There aren't 60 LRM's running around looking for caps. Since there are so few units, all the strategy is in correct unit mixes, meaning you build the correct number of X unit and the correct corresponding number of Y unit and so on. Even a slightly bad unit mixture will hurt any kind of push that you make.
Keeping these (literally) handful of units alive is KEY. This means microing battles, often single units simultaneously. This is practically the whole focus of the game. Micro your units better than your opponent and you will win. The only important macro aspect that ever comes into play in this one-unit-can-make-or-break-you game is the tech level. WCIII has a tech level system that is even more dramatic than Starcraft. This mainly involves units being more or less useful in certain 'tiers'. Moving up a Tier and researching the next 'level' of a unit type can double or triple their effectiveness in your army. This makes the micro even MORE intensive as the tech levels progress.
Now let's look at the general strategy in Sins. It's basically a macrofest by comparison. There is almost no micro in the game apart from retreating almost-dead units and using abilities. The whole of early game is about colonizing that first asteroid efficiently and scouting to see what to go for after that. Normally, it's LRMs. Note that, in this game, a 'rush' happens with 30-60 ships - even a rush in Starcraft (a game where large armies come into play) is 4-6 units. It really isn't the same meaning of 'rush' but it's the closest Sins will get to a rush.
In Sins, there is only one damage mechanism. Ranged ship-to-ship. The only time where movement micro can come into play is if you can get better concavity, but even that's not an issue because of 'intelligent' 3D movement. Most of the time your micro is spent retreating or advancing along a certain optimal path. This has little effect compared to macro-power. It basically comes down to your number of ships vs. their number of ships. Unit mixture does play a role, but very limited when compared to WCIII.
The goals of fighting aren't even the same. In Starcraft (and to a slightly lesser extent WCIII), if you have the choice between attacking a weak army and attacking a weak expansion (in Sins, this would be a planet), you'd attack the expansion every time. In Sins, just the opposite. Now this is getting slightly off the topic so I'll stop there.
(3) WCIII is very balanced, it's just a completely different game with a completely different kind of balance. I personally dislike the Heros and the micro-whoredom of WCIII when compared with the extremely diverse Starcraft.
(4) That's because the 'formula' in Sins is nothing like WCIII. It's more like Starcraft in that larger armies always come into play.
Hopefully that was the intelligent response some people were looking for. The sarcasm, in my view, was ineffectual when compared with the outlandish statements of the OP. I find it a little difficult to believe that people that have played WCIII AND Sins see anything other than a very small number of comparative details.