>>2119080
I don't think your babble makes as much sense as you think it does.
bumping and aimbot take advantage of simple designs and are both cheating. in pinball you can physically create new forces to influence the ball that were not intended, in fps to win you just need to have your crosshair in the right place relative to the enemy's hitbox so cheating tools are kind of rudimentary.
apm doesn't fit, it's just interacting with the intended game controls faster.
>scripts get used to cut down or speed up action
are you talking about player side programmed command macros ? I don't think you realise how little those actually make sense in rts. if you take the production side (the one that fits your argument the most), you'd need a macro for every unit, you'd need it to be toggable so you can do single round of units or have better control when early game makes the match a low eco game or so you can pause it to stock up on ressources for a new base or a tech and before you know it you're back to manage your production just as much just through different controls
on the other hand macros can barely be used in raw eco and combat situations due to how sensitive they are to ingame context without actually reading game info which is what strategy is about, where do I expend, how to take that fight so I win.
to make a "open a new woodline" macro command you'd need your tool to recognise which woodline you're talking of, which side to start chopping first, decide of which group of villagers to send, get one to make a lumber camp and maybe get the newest town center to rally new villagers there
see where I'm getting ?
>why SC player apm be considered skill
apm isn't the skill, it's what is developed as they increase their skills like multitasking, reading the state of the game and coming up with a tailored solution to win and effectively acting it
hence apm by itself is not important, but player with higher skill tend to have practiced enough to also have high apm.