I get that most people seem to not like the idea of using timers and actually having the game unfold in real time with no turn structure imposed on it, but if you are genuinely trying to capture the feel of StarCraft, as the originator of this thread first proposed, I think it's absolutely worth testing.
Would it create a certain degree of mayhem? Yes. But the pressure on awareness of all the different things unfolding simultaneously as was so succinctly pointed out, would be transferred. RTS games are inherently stressful because of that and I think it would certainly be worth trying out a direct port of the mechanic before we dismiss it and try to use Average Dice Rolling, Card draw and play mechanics, etc. to try to simulate the real-time aspect through a degree of time balance, which while also interesting, does not really capture the simultaneity of a true RTS like StarCraft.
Phases also detract from that concept, since while I am busy building or upgrading units, I could have a Zerg force walk into my base and ruin my day. I'm in build phase, but my opponent is not. I kind of like that total freedom to do what you want, when you want, applied to the table top.
I agree with some of the skepticism too, it might not work. But it's a very intriguing idea. I'd certainly be happy to play it, even if the game devolved into a chaotic mess. Porting an RTS into analog would be extremely challenging, but that doesn't mean it couldn't work. It's definitely worth a try.