This is partly about temperament, Psyringe, and one can hardly argue about that; we all have our different temperament. If I lusted for war at almost every turn and was bored by colonial management I might think as you think but I haven't and I don't.
I agree that temperament (or rather, personal preferences) play a role. I don't understand why you think I favor war over colonial management though, actually I don't. I think my playing style is best described as a builder who occasionally likes to play as a warmonger, hence I prefer games that offer both as viable strategies. That's one of the reasons why I like GalCiv 2 - you can fight the other empires, or you can build yours up and win by influence. Or by researching a certain technology. Or by forging alliances with everyone. Or by claiming 5 special resources for long enough. GalCiv2 is really quite flexible in the ways how it can be played.
My point was not that MoO3 had too much colony micromanagement for my liking. My point is that it doesn't give players the tools that are necessary to make meaningful decisions (and then evaluate their outcome). I would have enjoyed building up my colonies in MoO3 if the economy wasn't so broken and if the interface didn't turn management into such a chore. Necessary information is often hidden two screens away, in a drop-down menu on the second tab, which both snap back to their original state whenever you leave them. The UI is actively torturing the player. That might be bearable if the game was able to create an atmosphere which draws the player in, but unfortunately it fails there as well. There's no atmosphere in colony management - there's nothing which gives you the feeling that you built up a nice place, except some numbers whose meaning is lost in the broken economy. The game doesn't give the player the feeling that he creates interesting places. Buildings are just names dragged into a build queue, they have no flavor text to speak of. Diplomacy is even worse due to the rather dimwitted and incomprehensible actions and reactions of the aliens.
What I also don't understand is that you enjoyed the logistics in MoO3. As far as I can tell, there
are no logistics in MoO3. You simply build your fleet deployment centers and your fleets magically show up wherever and whenever you need them. For someone who
enjoys logistics, I would have expected Space Empires to rank highly on his personal scale, which has more logistics than any other any game in the genre (right down to supplies and ordnance for your ships which all need to be produced and ferried around).
. Having read some fine Sci-fi works which create a rich galactic civilisation, I liked the degrees of micro-management in MOO3 because it simulated a richer galactic culture than in any other game I have played, except perhaps for SMAC.
Hmm, can you give some examples for the "rich galactic culture"? The only thing coming to my mind is the plethora of research projects, but since most of those were rather meaningless labels, they failed to evoke the impression of a rich culture in me.
Gal Civ is flat, flat, flat.
Humm, that's not
quite what I meant when I asked you to elaborate on your impression of GalCiv2 being "flat".

I'm still interested in an answer though - also to the questions that you didn't address, e.g. why you think that a game with built-in mod support, developers willing to answer questions directly, and several hundred mods available on its homepage, is "not robust" in terms of modding?