I found games ux really transformative , where they almost become work UIs. Everyone pays to learn photoshop, nobody wants to pay to learn to use an UI for a game. Not even in tutorial ttime.
Total annhilation was such a milestone to RTS games UI. Programming unit routes and behaviour via factories was peak intuitiv design. It was such a boost to the experience of strategy compared to the clicks per minute juggling competition that was starcraft.
Have you seen Beyond All Reason's Move Line Drag command? (which can also be queued)
Being able to scribble the exact spread of positions you want your units to take, as a series of waypoints, at the speed of thought, is incredible.
https://www.beyondallreason.info/commands/move-line-drag