What 4X elements do you see Sins having that RoN lacked, out of curiosity, other than perhaps scale? I honestly can't think of any, whereas I can think of several traditional 4X components RoN had (wonders, non-combat victory conditions) that Sins lacks.
I would argue that 'wonders' in sins are the end game super weapons, they provide a way of breaking an enemies civilization in several cases. I don't think theres a defined role for wonders in most games though, some make them an end game objective and if you maintain them, you win, but other games make them into a super powerful weapon or culture bomb type thing. I think the only similarity between them all is that they cost a heck of a lot, and they usually do a lot of damage to the opponent in one form or another.
Non-combat victory situations aren't absent in Sins, they just don't actually MAKE the opponents game end usually. However, I've seen plenty of players quit because they were held in a corner and cultured to death passively. I don't know quite what other non-combat conditions you are referring to because really, this isnt civ. 19 different conditions for possible victory arent necessary, or even desirable in a real time strategy game.
Scale IS a large part of 4x because it has to encompass fully that 'explore' component. I would say sins may not even fully encompass that condition either unless played on the very largest 100 planet maps, because it doesnt take too long to explore even 50 planets with good scouting.
I think however, Sins does hit a good balance and as soon as all of the bugs/balance issues have been ironed out, the game will be remembered as a classic.