Disagree. The game is not easy to pick up nor is it made to fill a place in the casual section of your steam library. Not every game has to be redesigned because the learning curve is too steep for some people.
I'm not asking for this game to fit in the casual section of the steam library.
I don't know if it needs too terribly substantial changes at a basic design level but an MP-centric game needs a sizable population to work, and part of that is making sure people actually want to take the time to learn the game. I know a lot of people who bounced off of this game. I like the design for the most part, but there's obviously something off-putting about it. You can learn to play and learn to get good, but there has to be something there to make that process seem appealing, and a cliff isn't it for most people.
I think a lot of the problem is that the game's bad at teaching you how to play it- a lot of wargame skills carry over, but it's different enough from wargame that the wargame crowd didn't jump over, so you have to teach brand new people how to play it. I don't think the SP campaign does a great job, though the tutorial is very good at teaching the very basics. The problem is, the game doesn't give you the kind of experiences where you put the basics together at a level where you can see how everything interacts- you go straight from small-scale tutorial to 'battle with 4 places where things are happening at the same time', and that's in SP. If you jump into MP, you'll either get on the wrong side of a stomp, play a much better ranked opponent, or see the game's balance in 10v10.
Also, SD should really find a better way to present the roles of units and the effect of vet, rather than leaving players to have to read a forum or look at game files to figure out that the Stuart is an extremely powerful point blank opponent because of stabilizers or that vet has a massive effect on almost every kind of unit.