I would say quite the contrary - Fallen Enchantress is less than the sum of its parts, because it is trying to do many things that don't really work too well together, hence the (IMO) good observation about the lack of focus in Rock-Paper-Shotgun review.
It tries to do tactical combat, but provides only flat, featureless combat maps where positioning, flanking, support and such do not exist. For whoever's sake - if you do tactical combat, and have cities with walls, please include the walls on the map with gate or breaches as chokepoints. As it is, tactical combat is repetitive and player input is trivial. It's a chore.
It tries to do citybuilding, but the building placement has no importance. You can place an inn next to a gateway or training yard, and there is no effect. Thankfully, autoplace is the default setting, but once again, it's not a gameplay element of importance, it's a chore.
It also did dynasties, but thankfully, that have been scrapped.
Surface complexity is just a fluff if it does not offer deep, varied, and diferrentiated strategies to achieve victory (mutually exclusive would be good too). The fact that the only viable strategy early is the pioneer spam indicates that the game design has problems.
If you want an example of a game that does the strategic balance right, play Settlers 7. It's a wonderful modern remake that is actually deeper, more tense and rewarding than the original game.