I am doing that, but I don't believe SOD to be perfect, either. Stacks should be limited, not infinite. Combat should be resolved 'in one go', not units individually attacking etc. In CiV I'd like to see a unit limit based on tile type. Say, 6 units max on a plains hex. Put that in CiV, together with an AI that can use it to provide a *real* tactical challenge, make ranged attack 1 hex, not 2, add the ability to move a stack as one group and I would probably lay Civ 4 to rest and move to Civ 5.
Taste and preferences of gameplay are purely down to the individual. However, i do think that micromanagement and realism (even at abstract Civ level) can be more objective. In history, Big armies met "at the same place", on the same hill, on the same plain etc, not hundreds of miles apart. D-Day can't even remotely happen in CiV. Nor Waterloo. I can understand people happy with that for simplifying gameplay - but not for realism.
And how can CiV combat be more realistic when archers fire further than tanks? Over ranges of hills?
It suggests that people are prepared to go to quite ridiculous lengths to justify the money spent on the game, rather than admit we all bought a bit of a dud.
On micromanagement, moving 6 or more units separately in CiV takes more micro than a stack. Seems to be even CiV fans complaining about that.
Trouble is that 1upt seems essential to the games core design. Production has been s-l-o-w-e-d to a grinding crawl to encourage tiny armies of 4 or 5 powerful units because nations fielding 20 or more units isn't practical. In 1, 2, 3 and 4 you just put them in a stack and simply moved them as 1.