Its not that some strategies are hard to see in code. Its that no one person can see as many strategies as the thousands of hardcore RTS players who will play the game.
One person vs thousands.
Although I agree that one person trying to define strategies is nothing against a horde of rts players constantly experimenting, that wasn't what I was trying to say.
By cultivating a small group of players during development that are play testing and discussing strategies for your unique races as they evolve, you can find balance in macro strategies that wouldn't be evident in unit vs unit comparisons. Hope that clears up my point a little.