Here I go!
Sins:
First off the sheer size of the theatre of war is amazing. Warping fleets of over a hindred ships across a few solar systems to combat the enemy really give you a sense of grandeur. A number of other aspects of the game contribute to the overall warm fuzzy feeling of galactic conquest.
The combination of the tax system for earning credits and the mining and trading to obtain crystal and metal allows for more involvement in resource management. Contently buying and selling resource so you have enough of what you need for your next phase of development and a fun Sim City/Tycoonish feel to the game. The desire for resources is also great motivation to expand your empire, further showcasing the grand scale this game is modeled in.
Tech trees for advancing your society and fleet command as well as your miltary adds a nice bit of variety. A lot of gamers fall into a rut of what steps to take along the tech tree in any given game, which in my eyes, becomes a bit monotonous after time. The extra venues of investment in Sins helps liven up the build order and keeps things fresh.
The set number of tactical and logistical slots each planet has for building can be a bit of an annoyance, but again it serves the purpose of spurring you to expand your empire. A personal knit-pick of mine is that some of the tactical buildings belong in the logistic section and vice-versa, but that's hardly a glaring flaw.
Pirate raid are really annoying. It's easy enough to raise another players bounty at the last second so they take the heat of the next attack(especially if it's a computer player) so the pirates presence in the galaxy really just boils down to a occasional drain of credits and a few sections of space you should avoid traveling through. An annoyance more than anything else really.
No story mode! -10 points!
Just when you think you've won you realize that the enemy has another bas ein some region of the galaxy that you didn't even know existed. This can be a good or bad thing depending on your mood.
I could go on.... but I don't want to.
DoW:
A variety of colorful(to say the least) races. A player can be sure to find at least one faction they can really get behind. (Tau Empire for me). The races are similar enough that choosing any one will give you a good idea on how to play as any of the others, but varied enough that as you get more advanced you will find interesting techniques and tricks only that faction can use.
Simple two resource system (requisition and energy) make it simple to keep track of what you have and need. And the system of using strategic points to gain requisition helps force you to get out and about to explore the map and expand.
Moral system adds nice micromanagement element to combat. Keeping each squad doing what it's meant to do and proper use of unit abilities are essential to keeping your units in the fighting spirit.
Each races super unit is very satisfying to unleash, but the rate at which these super units are replaced is not entirely balanced across the board.
Necrons are a bit overpowered I think. A personal gripe of mine.
In a large scale battle Hero units are, for the most part, insignificant. While in the early stages of a game, an enemy commander showing up can mean your complete downfall. (I'm not sure if this is good or bad.)
I might add more later.
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