To me this says you didn't scout properly and chose to do risky rushes yourself rather than stick with solid economic play and slowly beating your opponent.
Unfortunately, that may have been a solid assessment early on before Brood War. However, it really didn't take long for rush tactics to develop, at which point scouting gets you killed. Instead of spending valuable early resources on an army, you wasted it on scouts. One or two early units decided whether the enemy survives with 1 hp or not.
If you've ever played the first starcraft, you have a rough idea of the first few times you walked into a random versus map and saw everyone else flipping to zerg. It pretty much went downhill after that with new rush build trees coming out every time Blizzard tried balancing it.
Most units in Starcraft do not get hard countered unless you screw up. Standing your ground with an inferior force is just bad play on the level of WWI mass infantry tactics. Delaying/harassing, using advantageous terrain, flanking, hitting their bases via a runby or drop are all possible.
That's the whole point. If you do screw up, your force is completely wiped out. Hence, you simply left them to die.
Holding your ground with an inferior force is a delay tactic. It's not equivalent to WWI mass infantry. The idea is to hold out long enough that you can bring to bear equal or greater force or sacrifice them to run a second force around the side. With Starcraft, neither option was viable because your inferior force didn't last longer than 30 seconds.
The problem with hard counters is that it only encourages rushing. If you delay the rush by introducing more resource costs or moving techs up the tree, all you really do is allow time for the player to confirm their rush will work or switch to a different counter. There's no strategy involved that doesn't depend on memorizing counters.
The problem with balancing with soft counters is that it requires far more time and resources than Blizzard is willing to commit. Both Starcraft and Warcraft are great examples. The player base is simply too large to effectively prevent exploits and it never takes long before they figure out the new insta-win tactic. That's why Blizzard relies on rock-paper-scissors type balancing. Instead of balancing each unit against every other unit to varying degrees of survival, it's a lot easier to balance against a few and then let them get raped by the others as long as an overall composition involving all units on both sides has a roughly equal chance of going either way.
However, I'm sure we're quite familiar with how often you have a chance to gather or build a group on both sides with every possible unit available.
The player base wants to win. If the opponent is much better than you or vice versa, the winner might find a decisive advantage in five minutes. If you are evenly matched, it might take an hour. A "slugfest" is just what happens when two players are evenly matched, both scout enough and do not do suicidal all-ins. What you seem to be asking for is a game where two badly mismatched players would have to play for half an hour when the outcome is clear after five minutes. That would be a poor game.
I never said the player base didn't want to win. They just want to win quickly, then move on to the next game or log off for the day. Blizzard kept nerfing rushes because nobody likes getting steamrolled so early. However, the player base simply kept adjusting and figuring out ways to steamroll as early as possible. That's the biggest problem with unequal tech trees. While they provide variety, they make it easier to find inflection points where one side can roll out units that have an advantage before either side can fill out the tree.
I agree that a slugfest is one possible result of two evenly matched players. However, the game mechanics prevent them from happening because either your units die too fast or you run out of resources. A series of skirmishes over 30 minutes isn't what I consider a slugfest. I like games with hundreds or thousands of units going toe to toe or running circles trying to get behind the other or any combination of the above. Less of an emphasis on pumping out fodder or counters and more on hold-fast, retreat, flank, give up for dead, etc. In other words, units shouldn't be capable of dying in less than 10 seconds even if they do run into their hard counter. I prefer survival up to 1 minute against your hard counter with equal numbers on both sides.
As I said, I prefer long slugfests, not a bunch of quick skirmishes.
I played plenty of half-an-hour games in the beta. Looking at my latest replays, I played one that was 35min just before the beta closed. Not once (in ~200 games?) did anyone rush me and quit after the rush failed, which is what someone solely concerned with five-minute wins would do.
Half-hour isn't exactly my idea of a slugfest when half that time is spent building your base and gathering resources to build an army.
That's the problem I have with SC2. It didn't really change anything tactically. I played a lot of 30 min matches and quite a few 10 min as well, but very rarely got into long matches. I got rushed several times, lost only a few of those, managed to counter the others because the rushes only involved a few units and took about a minute just to run across the map.
But even the non-rush games didn't have anything interesting. Both sides simply built up hard counters. The only reason we took about 30-40 min per game was because that's how long it took to build up the tech tree. SC2 didn't change the rush tactic, only moved it up the tree and upped the cost per unit.
The longest game I played was just about an hour long. The only reason it took so long was because we decimated each other's armies main base and that left us with almost no resources. 30 min of that game was spent harassing each other's expansions and sneaking a few probes/scv's to gather a bunch of crystal. One to two unit net count every five minutes or so. Not my idea of a fun RTS when you're only sticking around to avoid a loss.
I lost track of the number of games where both armies involved two unit types at the most. It's not as if I didn't want to build more, it's simply those other units would be utterly useless in a fight against the other composition, thus wasting resources better spent on a hard counter.
I could probably count the number of games I played that involved armies with more than 3 unit types on one hand. When your idea of variety simply means the next army uses two other unit types one or both which counters the enemy's previous unit type, you might as well just reduce the entire tech tree to three or four per side.
Oh, and the only time I got to see a Thor in action was in 2v2 where the other side had a player drop halfway and we essentially went 1v1 long enough for my partner to tech up and build one.
To reiterate, the single player I'll partake for the story. The multi-player depends on whether there will be any interesting custom maps. Ladder or versus, I'll more than likely boycott.