On first thought my mind went to: no, don't make Aurora more micro as it already is.
I totally agree, every change adding complexity needs to have a very thorough motivation and design to make sure it doesn't add more micro than it adds depth or value.
When it comes to ground unit equipment I think there might be a fairly big opportunity to reduce micromanagement however. There is some pretty annoying micro present to handle reinforcing damaged ground units currently ( even if it went from totally impossible micro to somewhat manageable but just painful micro with the auto reinforcing from unit series introduction ). For me it's not fun micro to keep track of how many of all different types of equipment I'm lacking and then designing, building and shipping appropriate reinforcement units.
A way to get most of the gameplay value from producing equipment for both new troops and reinforcements with minimal micro might be modelling it on a very high level with much abstraction:
1.) A new type of currency for ground units ( similar to "Maintenance Supply Point" ) which is a large abstraction modelling the industrial efforts to build all the equipment, vehicles, weaponry and supplies needed for ground units ( because supplies for ground units are already equipment anyways in the current model and all except STO only use Vendarite minerals anyways ). Let's call it say Ground Equipment and Supply (GES), pending better name suggestions.
2.) This GES can be transported in Troop Transport bays.
3.) It's built from 100% Vendarite.
4.) Training of all ground forces consume the appropriate cost worth of this resources, and for STOs either it's simplified so their construction/reinforcements don't require other minerals, or you need to build the weapons separately as components and STO training/reinforcement tasks also consume the appropriate number of weapon components.
5.) The function of Logistics Modules/Ground Supply Points value change to instead function as a limit on how quickly a units can "use up" GES for both supply and reinforcement purposes, but they are no longer consumed in the process ( so if you skimp out on them damaged or low supply units might require months to reach full strength/supply and become combat effective again after seeing heavy action ).
Optional:
6.) It would probably be fairly easy after such a system is in place to add another function/flag "Upgrade unit" which simply consume the same GES currency to just replace the equipment in a unit with the most modern models in the template, greatly simplifying micro in that area as well.