It is possible to achieve “perfection” in nearly any game. Given (or with enough data to deduce or reverse-engineer) the formulas that make up the mechanics of the game, you can devise the “perfect strategy”. Since it is tested, tried, and true, all games, after a while, become somewhat boring. It is true, from a pure efficiency standpoint that there are only certain strategies that are effective. This is true of all games, due to the mechanics that make up the game. Tactics that are “effective” “cheesy” or that “play the system” win out. Applying the same tactic is not fun, however, no matter how optimal and efficient; no matter how many times it allows you to win. As a gamer, I always try to play through a game (the first time) just by my gut instinct, by the seat of my pants, and change and optimize my strategies as I go. After my first few games, I tend to have gathered enough raw data to start putting together the game mechanics (this is something that I really enjoy by the way, figuring out how a game works, and finding the most efficient and effective ways to perform) and even deduce some of the basic formulas. It turns into fine points about the cost/benefit ratio to generate a value, and comparing that to other options. However, always running by this “formula” is tiresome, and due to a lack of balance and a very complete knowledge of the mechanics as well as environment of the game, there is only ever one effective strategy. It is the real world, where many inefficiencies appear, it's a game, which has so few variables, which is so simplified that you can indeed reduce it to numbers, and create the “perfect solution”.
The unfortunate thing is that winning and having fun don't always go hand in hand. While there's only one perfect way to win, there are very many ways to have fun. Playing only one way does get boring after all. We all need to try new things, do the “wow did you see what I just did? Isn't that cool!” factor. It's not fun when you're no longer experimenting, when you know everything there is to know.
We all need variety and novelty. Why do expansion packs sell? They bring new content to the same-ol' good stuff. They bring in something we all need, something new. I think, Draginol, that you're just tired of the same old thing. Perhaps some RTS will come along that finally breaks us of this resource management formula, but you won't really find me holding my breath. That said, you might want to check out Star Wars: Empire at War's galactic conquest mode. Credits are generated by buildings and by owning planets, you don't actually ever mine resources. Construction is performed across all maps, and when two fleets or armies collide, you go into a tactical battle that never requires you to build a single peon.
What makes a good game? Many have debated this topic. Eye candy? Yes it does. Gameplay? Yes. Storyline? Yes. Bells & whistles? Yes. But why? It is our desire for something new, if only slightly that drives us to pick up another copy of that some ol' RTS formula. That's what brings gamers to pick up Elder Scrolls IV: Oblivion, when we've played tons of RPGS, it's because we're looking for something novel, and something cool. Where does this novelty have to be? It doesn't have to be in any specific place. An easier UI, new flashy eye candy that hasn't been done before, maybe game mechanics that haven't been thought of (bullet time everyone? FPS standard now-a-days, it's hard to believe it was once a brand new idea). One of the reasons why I like the 4X genre is because there are just so many different ways to do it. Everything from SM's civilization series, to galactic civilization's II, to the Heroes of Might and Magic series, and even little gem titles like advanced wars (Game boy advanced) [perhaps not strictly speaking, 4X] that make this genre so diverse. Each of these games are 4X, but they do it in their own way, have their own depth. What your sick of is a flaw in the RTS system, one that's been sickly and dying for a long time now, and needs a major overhaul. Perhaps a revolution is on the horizon that will make RTSes as diverse as their 4X strategy brothers, but until then, all we can do is play the games we have.
When we're tired, we take a little break, so we can come back (perhaps in a few years), to have some more fun with something we know we love, and who knows, maybe even a few new developments in the field will make us fall in love with the genre all over again.