Sorry I might be reading you wrong, could you expand on that?
I don't know, I take it we just disagree. If you would enjoy it as a tactical game then I don't really want to try to talk you out of it. But to be more explicit,
The combat is pretty shallow, compared to anything I would consider a wargame. There's no benefit to maneuver, no shock or morale, very limited ways that units cooperate, not much way to take advantage of terrain or cover, no sort of dynamic or unique tactical features like buildings.
The RPG is pretty shallow compared to anything I would consider a role playing game. The quests are all kill X, or escort Y to Z. There are no extended story arcs, no character development, no grand moments of triumph or heartbreak. If you look at action-RPGs aspects instead, then you usually get attached to your heroes through their varied strengths and weaknesses in battle situation but here they aren't very different from one another, they're just Mage or Warrior. That is in part because design of Level up system, and partly because combat is simple.
Having some skeleton of these sort of features embedded in a 4X-TBS is potentially super unique & awesome, assuming that the "Tactics minigame" and the "RPG minigame" are fun. But I wouldn't buy those sub-games as a stand alone. Again, all just IMO, if you disagree that is cool.
* also on the strategic layer the wargame aspect right now is limited because there is not too much connection between the manufacturing/logistics power of your empire and your military capability, because you can have one powerful, immortal, teleporting squad meet almost all of all your military needs. Hopefully that's "just" a balance issue, although a very delicate one