Maybe I don't get the point, but imagine the following:
You are playing indian and you have :
totem,shamen,horsefarm,roundtent,tent,bigtent
Now how do you queue production here ? Imagine you have not enough ressources to produce anything.
Now you you select the totem and you order a shamen.
In the horsefarm you order 3 horses .
In the bigtent 3 firearchers.
In the tent a stickfighter.
Now you are getting ressources, which one would be the first unit which is produced? Cheapest first, because you can effort it earlier?
Or one big list showing all orders in one single queue no matter which builing/unit produces them?
In my mind i had "Cheapest first" but not as it sounds. I only want to be able to lock down a button and it gets "clicked" when there are enough resources. If you are very low on resources, simply don't lock down any button. This should on all buttons that can add items to a queue, such as a morph command. If a summoner has the drake rider button locked, when stop in a free place starts the promotion. If stop where the command returns invalid order it does nothing and is aple to perform other commands like move or attack.
Also, adding a hotkey to clear or disable all "button locks" would be nice too.
In the last post, as i have seen, you didn't get the point. You don't have to go to a building and order 3 units (you can do that but it goes to the normal queue of the building and the resources are consumed / reserved when ordering) you simply lock the buttons in the buildings and always there is enough resources for an unit, it starts producing. Now, you can think: "Well, in that way you will only produce the cheapest type of units you've locked..." but it's suposed that you can get much more resources than the costs of the unit while it is producing. If not, you should use the "Clear locks" hotkey.
In that way you can have 2 barracks with a locked unit on each ( archer and swordman) and having a third one where you sometimes order a horse or an armored swordman.
And i'm agree with you that adding a global balance and global queue will change too much the game and this is unwanted. What i'm triying to do isn't to fully automate the unit production. Only try to remove unecessary clicks and actions such as get a queue of 1-2 on each building.
Do you get the point now?