Ultimately, I really think that control schemes are a big part of the game and how it's presented. This is bad of me but I see using the original control scheme as the more "authentic" way of approaching an old game. Starcraft is a really good example. When you look at Starcraft 2, everything's sorta on the left side of the keyboard. That's a pretty comfortable place for hotkeys to be and the game makes it so if you want to you can really just use 1-6 when it comes to number keys, practically never hit the I button(fucking infestation pit piece of shit hotkey fhgeaghaefhyua), and be all good playing the game. It seems minor, but this is actually a huge departure from Starcraft: Brood War.
One of the essential things about Brood War, that dramatically(and I mean DRAMATICALLY) impacts the game, how it plays out, how you get good at it, how you think about approaching it, how it plays out in a competitive environment, etc is how much harder it is mechanically than Starcraft 2. One of the things that makes it so hard is that pretty much the whole keyboard is used. You make overlords constantly as Zerg, and that's O, but you also make hydralisks, which is H, and zerglings, which is Z, and you make drones which are D. Marines are M and siege mode is O. Probes are famously on P, and like all workers they need to be produced nonstop at the beginning of the game, which forces Protoss players to hotkey their nexuses to 8, 9, and 0. This is a really, really big deal. It actually increases the skill cap of the game, which is huge in any competitive game. Mods exist to change these keys, and you can rebind stuff in Starcraft 2, which is fine, but in BW you are actually expected not to use mods in a multiplayer environment. The keys are considered to be a big part of the game and set in stone. Not just out of fairness; anyone could use a mod, potentially. It's out of the fact that this is the way the game is, and according to BW fans, it's better that way.
Just some food for thought.
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