Now that I have read several of the longer post to this thread, it seems there is way more abstract opinion than practical application. How about some specific situations to discuss?
Since I'm not
Udderly involved in milking, I image the closest thing is the intense managment at the start of the game - mood, tiles, improvements, build order, unit actions, finance, diplo, etc.
Situation:
Capital starts building wonder - need to maximize production to achieve wonder in shortest time. This involves mood, tiles, workers, finance, defence.
IMHO, not being able to depend on the gov and workers to do the right thing is a MAJOR pain. I realize that growth needs to be balanced with shields, but the gov does not even maximize shields when set to max prod. The worker automation is infamous, so I won't even go there.
At this point in the game I am much more interested in how the game is unfolding in scouting, founding new cities, and diplo. Why do I have to check to see if everything is still ok in the captial when I haven't changed the goal for that city? Forget to check it once and you may have disorder.
Generic Situation:
It is a few turns-to-go before new tech. You can adjust the sci spending to save gold while achieving the same turns-to-go. Why do I have to do this? Can't I just get a refund? This isn't an every turn thing to check, but it isn't regular either so I wind up missing it 1/5 times.
These are examples of things that I find frustrating and mind-numbing. If this is what milking is like then it's not for me. You can
Brand me lazy, but I get buffalo'd by all the nitpicky details when I'm just playing a game for fun.