It seems to me that the majority of posters who comment negatively about Starcraft don't even know how to play it to any average competency. You can't possibly fault other people's perception of a game ("over-rated") if you can't even play with the small boys, let alone the big boys.
Do the graphics suck? For a 10 year old game, no. In fact, the art direction and graphical focus was pretty good for its time. It made the units appear distinct, and the colors were spot-on for spotting (or not spotting) the units. Form follows function. The function of the graphics in this game is to tell you about the game state. Anything other than that is just gravy. This type of game is targeted squarely at people who think that the old Gettysberg is still a great game - the graphics really isn't important beyond game function. If machine-demanding graphics matters to you, you can't understand why this game is hailed as much as it is.
For what it does, it's unrivaled, even today. I've played the C&C games through to completion and MP a lot and it's all quite one dimensional. SC is not the same.
Starcraft wasn't balanced until over 3 years of patches later. It's amazing how short some people's memories are.
Technically, it wasn't
more or less balanced until about 6 months after the release of Brood Wars around version 1.6 or 1.7. Latter game patches were responses to high level players taking advantage of particular game mechanics to destroy the game's strategic viability. If your APS isn't over 60, you needn't bother - they didn't usually apply to you.
Starcraft is overrated. Just because it's popular doesn't mean it's good - World of Warcraft? Oblivion? Counter-Strike? All of these are popular for less-than-popular reasons.
SC's merits go beyond mere popularity. It's not good because it's popular. It became popular because it was good.
Last time I looked, Korea wasn't a third world country and they're highly selective about which games they spent time on, since they usually spent a lot of time on them. The fact that many Koreans don't spend as much time on the latter-released Warcraft3 is indicative of this finicky nature.
You can't just make any random game and expect Koreans to wow themselves over it.
I've played SC extensively on MP and even played against some Koreans. Those guys are tough cookies.
It's not about rushing, and it's not about reflexes. APS counts for a big deal, but that's as much power of concentration as it is finger speed. A high APS doesn't matter if you're not doing anything with it.
Rushing gets done a lot to newbies the same way ground cheese gets done a lot to Tekken newbies. It's a cheap shot, and lots of people fall for it, but you can't get good if you keep falling for the cheap shots.
The only way to get through it is to lose and learn. A lot. I rushed and got rushed in my time, and in time, one gets to the point where you learn that rushing is just a cheap shot - you won't win a lot of mid level games with it, and if that's all you know how to do, you're going to have to be prepared to lose a lot - again.
Competitive SC IS about strategy - it's just that the strategies have all been worked out before.
I can tell where on a map my enemy might be based on
what time his worker comes along to scout me out. Most mid level players can. When I was better at it, I could tell the neighborhood of your probable tech and army strength just from looking at what you have. I don't need to scout your base - I can predict what's in it just from the time and your army composition!
That's how hard core high level SC play is. It's not about Cannon rushing or Zealot rushing, although those have their place, too. For instance, if you know that your opponent is a better strategic player, you can rush him out with Zealot or Zerglings if you know that you have an APS advantage. If you're on the APS disadvantage, you opt for a defensive strategy to bring you superior tech planning to bear.
Would I bring a "shitload" of DTs to my enemy's base? Depends on what I see with my initial worker and the map size. DT rushing just isn't feasible against certain players and certain maps. Also, you can't do it too soon or it might fizzle, nor too late or you tip your hand to little effect. As a Protoss player, I know that teching to DTs within a particular time frame precludes teching to, say, Reavers.
Of course, DT's aren't really what you would consider a proper "rush" in the first place since getting a sizable number of them requires a good amount of tech. Saying the DT attack is a real "rush" is like saying that GalCiv's Planetary Invasion is a "rush" tactic.