Halo Wars (made by Age of Empires creators Ensemble Studios) made RTS simple but work pretty well, adapting that concept to AoE would be easy but the problem is your limited in what you can do in terms of strategies involving too many buttons or complex
Other RTS have done their own thing and are not ports, like Goblin Commander and EndWar (which ironically has a bad port on PC).
AoE3 took away lots of the early-game resource strategy. It overspecialised civilisations and you don't necessarily get a close match between them. It made combat rather one-dimensional given the extreme power of artillery. Not having to drop your resources
off is another way to simplify the game, and the game is simple by comparison. The extreme strength of everything v walls/whatever and how difficult it is to repair them makes doing so a waste of time and a nightmare. To be honest, the whole concept of having
AoE set in this time period really wasn't something i was interested in. I dislike having guns used.
Upgrading your units and shipping a card from the Home City didn't work together as well as it should have. The Home City concept I also thought was quite silly.
The campaign was also incredibly weak and I didn't like the storyline in the least. I far prefer historical storylines as far as AoE goes, although a fairly detailed, interesting one like AoM isn't a nightmare.
All-in-all, it just isn't as tactical or as in-depth as AoEII by a longshot. It's so simple by comparison it really is just sad. The graphics, animations and character models really weren't good-looking either.
RTS's do work on console, they are just better on PC because of weak console CPUs and thus very VERY low unit counts, the mouse and keyboard is easier to use, but just like with shooters, since everyone has the same thing ( controller) it doesn't really
universe at war sucked cause of low unit count, halo wars was good but its biggest issue was low unit counts ect.