Sins is an excellent game, but I don't understand why a "space" game would not utilize the y axis. This makes the whole experience feel like a board game (a good board game, but still a board game). Even in many of the classic terrestrial RTS games there would be ridges, hills, and valleys to incorporate, in a limited sense, altitude into the tactical process. But Sins, as a space game, is flat as a pancake.
Why is this? Maybe the developers thought the game was confusing enough as is, and adding an actual 3rd dimension would push casual gamers away?
It seems like a loss to me.