In bronze league of Sc2 you can win with even more ways then any other RTS.... come a bit higher and you will actually play against good players. Now the question is who did you play against in Sins and if anyone even bothered to really find out the most effective tactics of Sins (those players I am sure didn't bother to win in multiple ways but just WIN).
I play online multiplayer in sins, I am one of those brutal players who will cut you to pieces if you so decide to face me online. Not that i'm a mean person, I don't mind training new people online at all. I prefer games like chess, where speed has less of an influence on the game, which gives players more time to think. I enjoy playing a person's intellect, not their click speed and keyboard command controls, and click control of their units. I feel from playing both games that sins allows for more psychological warfare, that sins allows for a greater number of choices, and that sins gives players enough time to plan a sort of strategy that I have never before seen in an RTS.
An impatient person wouldn't enjoy sins very much. I find this to be a huge advantage to the game, as it gets rid of a lot of idiots. Blizzard develops games that have a "flavor of the month" in every single game, and I find this annoying. A new patch comes out and EVERYTHING is different. Fads have very little meaning to me, and really appeal to a different personality.
I was in the diamond ladder in starcraft 2 beta, I played around 1000 games testing the game out. Starcraft 2 was fun, but it had not staying power for me, since I like to use my mind. It offers fewer choices, fewer tradeoffs. you seem to think that the "flavor of the month" strategy seems to offer a different path to victory. That is not what I am talking about at ALL. You are talking about a literal difference in the way to get from point A(start of game) to point B(victory). I am talking about a fundamental design strategy that is based upon rates of fire over time, allowing for longer tactical battles to occur, while at the same time giving a player time to think about the next move even while the battle is going on. In starcraft you can build a "cookie cutter" attack strategy that will be effective at one thing. In sins you can start in a cookie cutter way, but the game evolves organically in such a way that it is EXTREMELY uncommon to have a game that plays out in a similar fashion to another game. In starcraft battles are over so fast its ridiculous. Most of the time, if you lose one major battle that is it, goodbye team. In sins you can lose a major battle, but do enough damage to the enemy fleet that you actually win via attrition. The TEC are a whole faction that is based upon attrition. Since the pace of the encounter is much slower in sins, you can have more unit abilities and have more player controlled interactions in a fight.
There needs to be more games that favor thought over the "twitch" aspect of gaming, while still allowing for real time game play.