The main issue with all these TA successor games is that they mostly lose sight of what TA was all about. TA was about integrating real physics into an RTS, without compromise. Both ZK and BAR are, to large extent, keeping true to that tradition, and reap the benefits of fun and unique gameplay, wherein units do not turn into bland copies of each other. Supcom & its derivatives on the other hand are trying to focus on flashy graphics, and borrow the gameplay from starcraft, wherein having a bigger ball is always better, and positioning does not really matter. Now I'm all for having big balls, of course, but to me the idea of units not shooting straight through each other is what sets true TA descendants apart from 99% of other RTS games that focus on ranged combat.
Honorable mentions go to company of heroes and total war series, maybe there are others but they are few and far between. Arguably, starcraft has some redeeming factors in the fact that highest DPS/cost for both zerg and protoss comes in form of melee units, and that splash damage is absolutely brutal, together these make "just making a bigger ball" less of a viable strategy. However, nothing in SC is as nice to watch as a bunch of ronin slinging rockets at the enemy tanks, or some hero unit taking the lance shot in the face to save a valuable unit behind.