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And the Vultaum Reality Perforator Relic forces you to gamble with what bonus it will provide, and that Armor bonus is useless for the Shield-only ships you have.
And the Contingency Core Relic outright stops being useful when you've built all possible megastructures or if you're Spiritualist and aren't assembling robots.
And the Blade of the Huntress Relic is useless for genocidal empires which don't make use of diplomacy at all - my Devouring Swarm doesn't need more Diplomatic Weight!
And the Necrophage trait cannot be added to subspecies, even though it's the sort of trait that would have evolved in some manner of another within this same universe.
The Plasmic Core relic applies its effect to a colony with bio pops. If you move all bio pops to one colony, and trigger the relic, then move them all back you thus circumvent the relics "limitation" by trading some micro, gil and unity.
Micromanagement emphasis, in a 4x game, arbitrarily punishes casuals.
Parades have the option to be relocated for the same reason: having the parade finish on the arbitrarily-picked highest pop planet is stupid and can be circumvented with micromanagement.
You can argue, just as stupidly, that ship design is micromanagement, because you will do VASTLY better than the auto-designer if you focus on customising ships for enemies.
You can argue, just as stupidly, that the constructing of buildings and districts is micromanagement, because there is an auto-developer for sectors and planets, but you will do VASTLY better if you learn the specifics yourself.
A strategy game rewarding people for taking the time to learn its systems and how to get the most out of them is exactly what you should want out of the genre. You've deduced how to use the systems to maximise the efficiency of that relic. Congratulations. That should be applauded. Instead, I have to denigrate your intelligence because you seem intent on both lowering its value AND depriving others of the chance to develop it.
But the game's designed around the idea that you don't make those silly optimizations. In multiplayer, you just don't have the time for it anyway. And in singleplayer, it's not necessary even on the highest difficulty.
Overall, it wouldn't really make sense to design systems around the dumbest things that players might try to do.