You do not have more control of RTS than TBS. It just looks like you do. But most of your time is spent "Reacting" in a RTS and not "Acting". Yeah are you not limited to an entire square, But you also just don't have fine control. I do not and cannot have the time I need to make sure what is attacking what is what it should be.
More often than not RTS means grabbing a large blob of units, pointing them at a mass, and sending them charging. there is no fine control. There is no ok these tanks target X units, Soldiers defend the tanks against Y units. And helicopters bomb Z units. Because for most of us our "Reaction Time" just isn't that good.
Derr. Then you're doing it wrong. Seriously, we are talking about combat like in Total War, not like Starcraft. Not only is it relatively slow-paced, but it is fully pausable, however often you want, for however long you want, and you can issue commands while paused. So if your reaction time isn't fast enough or you don't have time, then you're doing it wrong. There is plenty of fine control; if you weren't ever able to utilize it because you weren't aware of a major feature of these games (read: pause), well that's another story.
Also on the principle of tactics. While yes you can pretend that there are tactics in a RTS, flanking, cover fire, ambushing, yadda yadda. Most systems just don't make the most effective use of it if even they use it at all. Also with the loss of temporal control that you lose in a RTS (Trying to make to sets of units converge on a point from two different vectors when you have to scroll back and forth trying to control speed) eliminateas a lot of tactical options.
There is no pretending involved. There is flanking, ambushing, and yadda yadda. My strategy in total war is always centered on making good use of those two specific tactical options. By far the best way to obliterate opposing formations is to smash into them from the back or the side; and by far the best way to stop their archers from turning my troops into pincushions is to lure their defenders away so my cavalry could crush their archers. Another example of this is in King Arthur: The Role-Playing game (odd title, yes). There really is no pretending involved whatsoever. There is an enormous amount of tactics involved in Total War combat.
In terms of making units converge on a point at a specific point in the future: correct, if there is no mechanism in place to allow this it can be difficult/micromanagy to achieve. But please, tell me, how do you intend to do this in me-go-you-go combat? If your units move one at a time, how do you intend to get two of them to converge at the same spot at the same time? So basically: in turn/tile-based combat what you suggested is fundamentally impossible; in continuous turns, unless it is implemented as a specific command, it can be annoying but it is doable.
As for memorable. Well true you don't remeber TBS battles for the stunning visuals and how beutiful it looked.
You remember them because your strategy absolutely decimated your opponents strategy. And if I had to chose I would rather remember the way I kicked ass, not the pretty picture I made.
Except in continuous turn or real-time combat, you get both. For example, I have fond memories of battles in Total War that basically turned into massive brawls; definitely not memorable because of the strategy employed; but I also have fond memories of the luring stronger armies through chokepoints or difficult terrain, giving my siege weapons and archers a chance to whittle away enough of their numbers to swing the battle to my advantage; and the times that I sent my cavalry on false charges, only to recall them at the last instant, causing their archers to scatter (buying me time) without losing any of my cavalry to the spearmen that would've closed in shortly after.
In trun/tile-based, you get only the one; and generally (for me) not even that - with some experience the strategy tends to turn more into a formula.
Ya know I got to thinking when people said can you think about controlling 1000 plus units in TB.
Could you imgine trying to control 1000+ units in real time. Seriously while I play the SC2 Beta I have at most 100, mabey 120 units very very tops. And even then in combat all I do is grab the entire lot and focus fire a single target at a time. I just don't have the time to do anything strategically/tactically deeper. What is sad is how effective that strategy can be in small to medium battles.
This isn't really an issue at all, regardless of the type of combat. We have squads and companies in Elemental; you won't have to (probably won't even be able to) to control each individual soldier on the battlefield individually. And comparison to Starcraft is fairly meaningless: even discarding the fact that Starcraft isn't just combat (you have many, many other things to consider simultaneously), the combat itself in Starcraft is much faster paced and the mechanics behind it are much different. For example, grabbing the whole lot in Total War and focus on one enemy squad is a good way to maximize your casualties, which is generally not what people want 
@ pigeon - I don't know. Turn/tile based combat is much more strategic oriented than the RTS style combat, that is a fact, and it's a good thing. It's like chess yeah...as for the tactical elements, I don't see any serious differences between these 2 systems. Overall, the turn/tile based system is much better for Elemental
It really isn't much more strategic; that is not a fact. It is a little more strategic, but at the cost of tactical options. And if you don't see any serious differences between the two systems, then you have not played both of them. If you were to remove the tactical elements of Total War, the combat would be completely different, and much worse.
Sorry for the excessively long post... I need to get over that burning need to respond to everyone and everything! My posts are always so long...