Like, no, cutscenes have nothing do with improving gameplay, but they don't detract from it either.
The game itself is the epitome of responding to a user's inputs precisely the way they would expect them to.
There's certainly some design decisions you can dislike, (some of which were basically technical limitations) like some of the hot keys and workers not rallying, but those are pretty minor compared to the sheer perfection that is the rest of the game.
You can prefer a different type of game, one where you give high level orders to units or start with an army instead of building it, but that's clearly a very different genre of game and not one that TA and its children are trying to be.
As the gen Zs would say: Skill Issue.
Quake3 was released a year(ish) later and effectively had no single player and it was a major success (by the standards of the day)
Being online was a major, major factor.
By the time my crowd had reliable enough connections for multiplayer, the number of people who knew and liked Starcraft from that campaign was much higher than the number who'd either gotten to love TA from the campaign or from vs-computer matches.
in brood war you get info when units are made and sounds wben they die. unless an invisible dark templar one shots your units, then no sound
also brood war is the better game