if you like starcraft better, then it's great.

everyone his own, I guess.

but there is so much I have in ta that I miss in starcraft.
Especially handling. Like, ta is made for big battles with lots of players on big maps, in general. With masses of units, while starcraft is more made for battles with few units. Thus, ta made that way that it demands more attention of the player to macro-management, like commanding whole armies, while half-automizing the micromanagement. Like, you can create an unlimited queue of different units to produce at a factory. You can let the new units automatically be assigned to a group with a hotkey, so you don't have to search for them, set their behaviour automatically (follow enemies? follow how much? hold fire, return fire, don't fire. shoot only at armed enemy units or at all), tell them where to move and patrol once finished automatically, so they don't clutter around the region of the factory.
This isn't necessary for starcraft. Starcraft is, as said, about a few units, so it doesn't matter if you have to assign them to a group by hand.
the following link is getting deeper into the differences between starcraft and ta:
As said, I don't think one is better than the other. It is just that I like ta more. And others like ta more. While again, others like starcraft more. Both games are very successful.
I like it when I play with a friend over our network against several improved AI's, and we can help each other all the time. Send each other units and even give control of units to other players. We can give each other radar posts in our bases, so we know how threatened our partner is by the ai, and shouts like "I NEED ENERGY FAST!" are common in each game when one of us is attacked and all energy-weapons are firing and using up the energy. Then one player can help out the other in giving him energy. When I got more than a specific amount of energy, you can even set it like, the excess is automatically distributed among all allied players of mine. Same with other resources, too, of course.
At times, one of us got nearly destroyed by an ai, but thx to an escort of the other player, rescued some important units to the other players base. The player with the working base shares completely all his resources with the victim of the ai, and then the rescued player starts building a new base near or inside the other players base where it's protected.
it's just great fun.

Or when you just thought, "I've anti-nuke silos, I have a great defence, all is fine", and suddenly a building in your base explodes because a gigantic long-range weapon of the computer fired over half the map and hit your base. then, of course, the panic starts in the game.

This happens in most longer games sooner or later. And then you can help each other out fine. Like when my allied player is attacked by such a weapon and concentrated on tanks/mechs and such stuff, he might be too slow to take out the weapon before his base takes too much damage or before something vital is hit, like a fusion plant which would blow up half of the base. Then my Allie tells me the rough direction the shots are coming from; I take some stealth and high-speed planes and send them over the computer's base. Of course, the planes don't last too long since we play against pretty strong ai's, so I have to hurry to find out the big gun's exact place, which is about to destroy my friends base. Then I can either assign a big group of bombers to attack that gun while he sends out his ground troops if my planes don't succeed, and so on.
or very often, it happens that just when your defence is about to break apart under the computers attacks, a big unit is ready and forces the computers troops back... ah well, I could speak hours over the great fun we have when playing ta.

even the way the physics are simulated is great. Like when late in the game, the computer sends a scout plane to check your base, and his scout rushes at high speed in the direction of your base. First, your radar finds that scout gives the information to a special building that costs masses of energy to use. But that building passes the radar's information on to your anti-air defences, which then aim at the scout even before they see it themself. When it is in range, they start firing, so the only thing that really reaches your base are pieces of the destroyed scout, still flying and spreading in the direction the scout headed, and which rain down on your base.