I'd argue that there is very little Preparatory Action in Zero-K.
Proper economic play in Zero-K comes down to Reactive and Anticipatory Action on most maps.
It is the standard Rock-Paper-Scissors of Expansion->Defense->Harassment->Expansion.
Outside of the meta in understanding factory balance and how different maps play, Preparatory Actions in Zero-K have pretty short time spans compared to the builds of Starcraft or the basebuilding and economy expansion in Supreme Commander/Forged Alliance.
"Preparatory actions that provide a high degree of control of
economic outcomes."
Even if the economy have a high degree of freedom, the economic
outcome usually only comes down to a
single number.
It fallacious to assume that higher complexity in the economy leads to more options. Without interference from the enemies plans, it is just a single player game in the style of a puzzle and/or an optimization problems.
Optimization and solving puzzles are fun and many games are made for it like in SimCity and Factorio for example, but just adding those mechanics to a RTS would most likely just add tedium and frustration.
The author uses the Adjacency system in Supreme Commander as an example.
Personally I think the Adjacency system in SupCom is one of the worst systems for economic "freedom" as they add a lot of complexity and optimization problems with very few strategic implications that actually matters for your opponents plans or even your own plans.