It's one of the hardest things to do right in games. Keeping it detailed enough that there's still a lot of tweaking available, but still have it interesting enough to be worthwhile doing for the umpteenth time. I did exactly the same thing in OTTD. New routes were always better than updating old ones.
I've got a lot of faith in Paradox in this regard. It just depends on if they can make it relatable enough for us to keep our interest, something which can be tricky with aliens/space/future tech.
Take HoI3 for example. Very detailed, huge numbers of units, supply chains, tech trees, diplomacy, the whole bit. But they managed to straddle the line between micro and automation pretty well. Considering just how annoying virtually any other interface would have made being Russia in that game, they did very well indeed. It's not perfect, but once you learn the basics, its actually not that hard to get huge battlelines moving or defending.
If they can do that with a WWII sim, they should be able to pull it off in a space sim, if only because scale can be arbitrarily determined for the sake of gameplay. How detailed/micro'y do you want it? Paradox can more or less choose, so I'm hoping they err on the side of fun and fluid, rather than every little rock having to matter. Good automation, but the ability to go silly on micro if you want.
HoI3 wasn't perfect, but it's a good example of how things could be done, without it turning into a logistical nightmare. Well, mostly, anyway. At least there will be a smaller start point to work your way up from, rather than the 1 hour setup times of HoI3 before you even unpause. It should be a lot easier on new players, rather than the "You're Russia. You have all Russia's stuff. Have fun!" start in HoI. A more organic growth at the start would make most of Paradox's interface styles really easy to use.