tin about champions in lol is that you need a lot of time to learn one, so having all champions doesnt help a bit. generally you need 2-4 champs. and runes are not perfect, but if you save up a bit preparing for ranked games, you will have enough for sufficient runes (on a sidenote: riot cut the prices in half for the most important runes recently)
and i would argue that coh 2 is more accessible, you need to learn A LOT in lol to be good, all 4 abilities and the passives of all ?130? champions. coh 2 doesnt have that.
If League of Legends' skill ceiling is so significant, how can micromanaging like 15 units that you can't always see at once (tactical map notwithstanding) not be even more so? In the latter's case though, that's not the ceiling, that's the floor and every tangible unit your opponent commands more actively than you is a significant advantage.
I can't see what you mean from calling the runes "not perfect", they're simplistic not-insignificant stat bonuses. They will certainly not win the game for a player far less competent, but when the players get closer in skill as things should be, the difference cannot be discounted. Glad to hear they're loosening the painful grind for more casual players that want to be a bit more competitive though.
Last paragraph - it's a presentation thing. I've definitely seen a lot of fans of CoH1 complain about the weakened strategic layer of CoH2 which I can't say is untrue, but the difficulties of RTSes remain (microing multiple units, learning build orders, keeping a tight lid on using your resources ASAP, scouting where the enemy is likely to make use of, learning the
enemy's build orders) that keeps the larger market away from it. By contrast, LoL has you control one unit, using your economy resourc
e (just one) has a clear trade-off by removing your presence from the game for a short bit and prevents it from being another constant skillgate "Buy NOW
WHAT ARE YOU WAITING FOR", the important parts of the map are rather clearly outlined visually and scouting is mostly not microed along with other units since you place wards every three minutes and look at the minimap occasionally, and the enemy's build orders are generally implied by clicking the scoreboard and seeing what items they currently have. Like you say, LoL's potential for depth isn't small (indeed, I think build orders are probably something the vast majority of the game's players pay little attention to so they clearly enjoy the game significantly [when they aren't raging as MOBA players are apt to do
] despite of incompetence), but the immediate skill floor should certainly feel a lot lower to new players.