Back in the good old days, RTS was structured to be exact and precise, like Chess, so that games were easier to balance and the outcome of a match was (meant to be) completely determined by the skill of each player.
However, just like the renaissance of Texas Hold’ em happened to drive the intellectual masses (and suckers) to the poker table, creating a multi billion dollar industry, RTS has slowly crawled toward more RNG factors that can make a more entertaining environment while still preserving skill-based competition.
The current philosophy of the ranking system demonstrates that the devs understand this concept of long term balanced based on many iterations of games and striving for players to be at around 50% win rate, so throwing some RNG in the mix wouldn’t hinder this philosophy.
RNG is important because it keeps things fresh and can sometimes create slight imbalances that allow an amateur to beat a pro player. How often do we see underdogs go viral on TV for beating Phil Hellmuth (a professional poker player that trash talks a lot, but wins in a long run). There are definitely a few Phil Hellmuths in this game (not naming names, you know who you are) and people would definitely be entertained by viral compilations of certain players getting Liche bombed.
RNG also keeps the meta fresh because nothing is distilled down to a single build order. We already have some of this with the wind mechanic. But it would be nice to have a little more.
(Cont’d due to text limit)