Warning: Small wall of text incoming.. just a small one.
Operatoring: First, unlike the majority of posters in this thread trying to say "your opinion is wrong, you should change it". I'll simply say that I disagree with your opinion on a few matters. You can hold your opinion while I hold mine and I think we can respect each other being on different sides of the fence. I'd like to share why I disagree with your opinion overall and don't take offense to this please.
1. The "expirience" of playing in the new battle.net.
I've mentioned before that playing online has become rather fun for me in a sense that in every game you can see progress of some sort. It's no longer a game where you play a game and change from "12000" to "11850" ranks... You now have a way to make your own push from 100 to 1. I know it's just a numbers deal, but the ability to push hard against people who you get to know and play against, and in some cases, create rivalries with in your own mind, is rather fun. When reading/talking/hearing about it it sounded cool. I won't say it's mindblowing, but it's definately improved my fun regarding the game. Between battles I theorize "If I win and earn this many points, I gain x positions." One game I actually thought "If I win 3 points, I beat out on Walrus!".
In fact, this point alone the most prominent reason that ICCUP was able to succeed. They have a truly successful ladder ranking system which grades people against other people on their ability. People can walk around and say "Your C-? That's a slightly less skill level than I."
I liken it to stop and go rush hour traffic. You always wonder if you pick the right lane.. so you take a car in a lane to your left or right and see if you jut on forward ahead of them, are watch them go off in the sunset. It's one of those things, where the grind becomes more enjoyable and personalized to you.
I also recognize that you've admitted that you've only had a chance to play the game versus the AI through a non-official means. This means that all of your gameplay is absent of this expirience which seriously "feels" better than it "sounds". It will get better as you play people of your own skill without such a fast "Expanding Players" situation when the official game comes out.
2. I disagree with "The game will have a relatively short life span"
Note: I thought I saw this in your quotes, I can't find it now to link. If you indeed didn't say this, please accept my apology for a mistake
It's my opinion that game is currently incomplete, custom games will extend the life of this game for those who don't want to compete while it's more user friendly online playing leagues will hold people who would have otherwise not stuck around.
First, it's important to remember that custom games are an engine instead of a map making system now. Some may call it semantics, but the level of customizability will be ready off the bat. This alone has extended WarCraft III to it's extended lifetime today, and it didn't have the dedicated fanbase behind it like StarCraft does. And the fanbase that it obtained from StarCraft may even shift to this game. It may take a handful of months, but before you know it, but as people explore the ways to use it, and indy/corporate companies come on board to make professional feeling games we will see the potential on this part alone.
The game is also more accessable to new players (in it's full form, not the current one) with the challenge/training maps, a more verbosely used "practice area", and more playerbase in the copper league. We will also have 2 influxes of new blood as the expansions come out.
3. This game has a lack of innovation
There was an entire thread regarding this subject and I think you took part in it. I'll be breif with my opinion on the matter and state it slightly more refined than I did in there. Instead of speaking on innovation as a subject, I'll merely address what I perceive as innovative in this game.
League/Ranking System is a massive innovation that many of us don't realize cause we've had it before.
First, in the multiplayer aspect, the most innovative thing is the league/ranking system. Many people may not be impressed with it because it's rooted from Blizzard's most prominent quality, taking something and making it better than it was previously. I'm referring to the ranking system of ICCUP. They took it's A/B/C/D/-/+ rankings and put them into an automated queue system. Any time you felt like you could say "I'm a D+ player" is because of this innovation that was improved upon. People can now be placed where they belong (as the system gets more people and exits beta, it will work better) and enjoy competitive gameplay no matter how new or hardcore they are. It's important to know that while the hardcore StarCraft community is VERY aware of ICCUP, the majority of the world is unaware of it who would consider this game. This is an innovation that would be VERY new to them and would strike at their competitive nerve to play better.
Gameplay Innovations exist, but are minor by a design decision. The Design decision was "Be true to the original while providing something new.
Inside the gamplay, I will cocede that there's no massive innovations because StarCraft: Brood Wars is an anomaly. No other game in the market has had the same situation as this game but I don't need to educate you on that. eSports cornerstone, Korean Sport, blah blah blah. Let's skip that lecture.
The Xel'naga Watch towers is an innovation that works within the realm of StarCraft 2 while adding "capture points" that exist in other games. They give a commodity which truly adds to the main gameplay aspects, knowledge/scouting. The metagame regarding these hasn't been fully recognized yet but as time goes on you'll see these swapped and held often in pro games, even changing entire gameplay styles, such as map direction flow to accomidate things.
The destructable rocks, though incredibly innovative, is also something we've very familiar with in the StarCraft community. They emulate Xel'naga temples and Icon Cannons which are destroyed in many of the competitive maps today. This innovation, while old to us following the eSports and maps that come with them will be very new and enjoyable to those who aren't used to playing on maps with them.
Line of Sight Blockers, while as innovative as a cliff with no one way sight and no movement impedement, can play very interestingly in maps, but I don't think the current ones utilize them in ways that show their true potential. That will come with time I guess.
Units which allow for Cliff walking is innovative, even if other games have done it before. But ultimately it's something that was acceptable to the design decision of StarCraft II.
The simplification of macro to a "reward" from a "requirement" may be viewed by some as a simple UI improvement, but I have to admit that in some small way it adds a level of skill that Blizzard is known for "easy to learn, lifetime to master". People who mastered the old "requirement" of sending SCVs to minerals on time aren't going to find this innovative at all, merely improved... but people who come from WarCraft III will find it as a way to expand their gameplay further in terms of resources. Granted, this idea is debated and I'm only adding it here for completeness as a portion of the community feels it's innovative while the remaining portion don't appreciate it.
I'll admit, compare this to almost EVERY OTHER ASPECT of the game and it's innovation is definately less, maybe even far less, in comparison. I think you've been rather clear to say that this is the part that lacks innovation that you were looking for. In that point, I agree with you that it's not as innovative as it could be.
What I hold a different opinion on, however, is that innovation on this point would have been a risk, and a large risk. Every innovation they add that "Changes" the game would have been potentially game-breaking in terms of eSports. Instead, they found things that could "add" to the game, but in that aspect, innovation will be percieved as small... because it is. These innovations could have been made in the Galaxy Editor. Likewise, other innovations we have yet to see could also be created in the editor. Only time will tell.
4. Where does the innovation lie?
It will lie in every aspect of the game, in my humble opinion, than the multiplayer gameplay. Singleplayer, custom maps, league play, marketplace, tournaments, eSports integration, cloud technology, anti-cheating technology, battle.net integration TIGHTLY within their games, etc.
Again, I don't think we disagree on these points though, you've said multiple times that you're speaking on Multiplayer only, not about other aspects like Singleplayer.
5. Some final thoughts
I hope my wall of text didn't kill your eyes man, who knows, I hope you didn't skip it. Ultimately, in typing I think we may be near the same page, but a few points we may view differently. While it sounds like you're bored of SC2 (by the title) I think that part of that reason is the same that's been said over and over, you aren't really in StarCraft II. And even if you were in the Beta, the parts which make it entertaining will be evolved/improved in Release over time.
I admit that I find this game not boring in the least to play on battle.net. Many of the changes to the abilities to improve deception are really nice to use, such as the new hallucination, that would do nothing to a computer player. In fact, I personally feel that StarCraft 2 has more opporunity for "mind games" which is also part of what I enjoy about it. Unfortunately that portion of the game is robbed by playing against an AI and I hope that you get an opportunity to expirience this moreso when the game comes to your hands. I also find that this is how I feel even without the innovation. I personally wanted a "StarCraft 2", not an "innovated StarCraft". I know I don't have too many who share that opinion, but I think I had a clear expectation in my mind that was met. It looks like you were looking forward to a StarCraft II MP expirience with more innovation than currently exists. Nothing wrong with different expectations at all, but it can easily explain why I'm satisfied with it and you would be less satisfied. ^_^
Remember, SC1 isn't innovative at all by today's standards, but when you put it beside other games such as Company of Heroes, WarCraft III, Halo's RTS, Dawn of War 2 and so many other "innovative games" which are out there, I get the impression you still play StarCraft despite it being less "innovative" than the other options. This shows a love of the gameplay.
The following question a lot of people don't truly understand: In the case of a person who already chooses to play StarCraft: Brood War over other "innovative games". Can the new gameplay of StarCraft II pull you in enough to make you want to play it more than the original StarCraft: Brood Wars while simultaneously allowing you to choose it over "innovative" games" still?
I hope I've provided an interesting read man... I've found your posts interesting at least. ^_^