Back on topic, devs, once you've got the MP balanced and you've done 'surgery' on the sandbox game to where you're happy with it, you really, really need to take a look at the campaign. I don't mind that it's short. I don't mind that the story's not the greatest. I don't even mind so much that the player is stuck in a thin corridor and has to do A, B, and C to go farther. What I do mind, however, is for a 'glorified tutorial', it doesn't explain half the game, and the other half, it explains poorly.
The campaign should fully expose ALL the game mechanics, doled out piecemeal. When you're done with the campaign, you should know how to play the game.
Example: don't let the player build a study right off the bat. When you're ready to let him have it, let the player know, 'the old hag has given you the knowledge to build a Study. Click blah blah blah to build one'. When it's built, 'Improving our armies is important, sire. Click the Warfare button'. (grey out the other choices if that breaks the scripting). Then, 'Congratulations! Select the 'Squad' tech from the list'. This segues nicely into 'Squads are stronger than single units, but take longer to make. Click blah blah blah to make a Squad'. Etc.
Guys, take a tip from Blizzard. The whole campaign is a glorified tutorial. But when you're finished with it, you sure as heck know the Terran units and gameplay inside out.