Can we go back the poll where users voted heavily in favor of "more automation, less micro"?;
Units that stop to fire break
any chance of relieving micro strain. If you have to manually skirm any unit, you're failing to use one of the things that sets ZK apart from every other RTS out there: incredible automation.
With any other Skirm unit, I hit F for fight command, give a direction in which to attack, and let my units skirm in and out of range. With Slasher, this can't happen. You have to watch each Slasher soooo carefully because they are low HP units with a slow turnrate that can't move and fire. By the sound of this discussion, we're going to do the same thing to the Buoy now.
Seriously: autoskirm is one of the best things to happen to an RTS in a long time. It sets ZK apart from other RTS and is one of its strongest points. Let's be honest: the graphics are mediocre and incomplete, the resources required are incredibly high, the engine and game are still pretty buggy, but the underlying game mechanics and automation are some of the best in the genre. Start messing with that, and you're taking away one of ZK's strongest points.
I play StarCraft (or any other generic RTS) when I want to feel like a squad leader.
I play ZK when I want to feel like a General.
Don't mess that up.