We may be talking past each other to an extent, as I'm not talking about macro vs micro but about the different levels of military analysis. There is a degree of overlap in a lot of games, but generally speaking:
-Strategy: what are our objectives? Do we need to go to war to realize our objectives? If we do need to go to war, we proceed to:
-Operations: moving our military forces to where they need to be to accomplish the objectives we decided on in the previous bullet point
-tactics are essentially the details of how the battles that result from our operational movements (and/or the enemy's movements) will be fought.
A lot of the military micromanagement in civ (even post 1-upt) actually relates to the operational level, not the tactical level. So we can see that micro =/= tactics, though, again, in many games a lot of the micro does in fact relate to tactics.
I think the mix-up comes from me viewing this more from Moriarte's perspective, so sure.
Tying to recall my very old Civ5 games, the tactics consisted mainly in putting my melee units in front line and my range units in second line. It's wasn't very diversified. Actually, the true focus wasn't there but mostly in finding the way how to put those units were they should be in that jammed mess caused by that damn' 1UPT rule. That all felt totally out of place and boardgamey to me. But from what I understood, that's what Civ5 fans call "playing chess".
I must stress that I haven't played CiV since VI came out, and that VI doesn't have it anywhere near as bad as that (which is expected, being some 6 years newer or whatever it is). Not that VI or even VII is going to feel good for those put off by the shift to 1UPT, but at the same time we're pretty much back to preference. Stacks didn't emerge "organically", it's just the way the original Civ worked (which, from memory, erased the whole stack on a loss). The tweaks from II through IV were attempts to make that seem less game-y and more balanced. 1UPT (or more accurately, a limited form of MUPT as we're seeing it from VI onwards) will be doing a similar thing.
I don't think small maps in Civ5-7 are really a GPU problem, I just believe that it's the scale that game designers considered optimal for their game scope. It's been 15 years and 3 civ games now (even 4 with CivBE). If they really would have wanted to make maps much larger, they would have adapted accordingly. Old World largest maps have 32,4000 tiles compared to 7,000 in Civ6.
"if they wanted bigger maps, they'd have just made bigger maps"
Conversely, if it was easy to make bigger maps, they'd have done that. What I know from modders is that there are texture issues expanding map sizes significantly in VII so far, but of course you
can expand them. When I look at a rendering issue, I don't automatically assume it's a lack of effort or optimisation. You shouldn't either.
Different games have different requirements, and do things differently. It's very hard to compare without being an experienced developer familiar with both codebases (I'm something of the former, but have no experience with the code for either game - only a surface-level understanding r.e. map scripts for modding, most of which I did back in my Beyond Earth days).