I say more inherent mechanics certainly won't hurt.
After all, that just means there will be more to do and learn in the game, which may increase it's entertainment value and life expectancy after launch.
Take Quake3A for example. It's been around for over a decade, and is still one of the most famous arena shooters out there. Not only is it an incredibly fast-paced shooter, it also incorporates strong elements of control and fluid movement. Not only do you have to be able to hit your opponent under all imaginable conditions, you also have to starve them of armor and health, hunt them down, and maintain strategic positioning... All at the same time. People keep playing Quake3 and Quake Live because there are so many different aspects to it that are extremely difficult to master... And because it's fun as hell to whip around the maps at high speeds.
1.1 was the exact same way, particularly with group tactics and base design. There were many ways to get the job done, but those who paid attention to the enemy and were clever enough to find ways to adapt gained an advantage.