I love it as it is. You can end battles far sooner if your simply better than the other player. However against equal opponents battles should last long. It drives the tension in battle and the combat to look at the population slowly dwindling and prepare/maintain to be in the best position possible when the population finally dwindles to 0. As well as to make sure you dont overextend yourself. You actually have to remind yourself not to do that and can forget about the population limit early match but it will cost you the battle later on.
If you know your gonna be defeated and are in a bad position when the population nears zero you should retreat anyways regardless of population size. Larger the size just makes ti more noticeable later on in the battle.
I see your point. However, my problem is that the RTS part as it stands now is not very well balanced againt the TB strategy. If you autoresolve the battle with the 90% winning chance, you are very likely to keep all of your strategy map units. In contrast, if you enter the combat, you are very likely to loose almost all of your troops. Of course, you can rush into the base of one enemy, but by the time you have destroyed it, the other opponent in 2v2 (who did not have ANY units in this country on the strategy map) can build up a huge army so that all of your initial units will be gone pretty soon. It is just not possible to take down TWO bases at the same time unless you outnumber your opponents by 10 to 1 or so. In my opinion it is just unfair: why should the RTS phase benefit someone who only has little (or even no) units on the TBS map?
What I tend to do now is the following: I use a hotkey for my initial units, capture a few resource sides with them at the very beginning and then send them to the farthest corner of the map where they will be unlikely attacked. Then I just start spamming new units and fight all the battle with these RTS-produced units. It is the only way which I figured out how to achieve the same battle result as autoresolve. But I guess, it is not the way it should work, is it?
And one of the problems I see which encourages spamming units on the RTS map is this large population size. Cut it down - and then all your initial units begin to REALLY matter. It also makes you think which units to produce and not just randomly spam them. You still can have epic battles which last for a very long time - if both of the enemies enter the battle with huge armies.
So, I guess, everything boils down to the following point. In my opinion, the RTS produced units should be just support units (like produce a few shamans to heal your troops or a few devastators to take down the enemy base) and the whole battle should be fought with units which you bring with you from the TBS map. At the moment it is exactly the reverse situation (TBS units are just support units in a large battle with RTS produced troops). And one point why it happens is a very large population size which does not put any constraints on producing new units.
Maybe, I am just mistaken and it was meant to be this way from the very beginning (fight the battle with RTS units and use TBS units as support troops). But then, again, in that case, the winning chances should seldom be more than 60 % and the autoresolve function should also be adjusted in the way that you also loose almost all your initial units (as happens if you enter the combat a a dragon).