I think that a human player's game would be significantly slowed down if they had to play without control groups. Accordingly, the ability to control units without having to assign them to control groups must be a very big advantage for the purpose of micromanaging units. It would be like playing a turn-based game when everyone else was playing in real time.
It's a complicated matter because it's (claimed to be) the first system that's doing so well in Starcraft II so it's hard to believe it just has a mechanical advantage. But on the other hand, Google is in a position to throw a lot more resources on training their system than most others, so maybe it's just a combination of having a ton of compute coupled with a slight advantage in how you can control your units.
If that is the case we haven't really learned anything new from Google's achievement: we already know that a powerful computer can do some things faster than a human (e.g. arithmetic). We also know that there are things that humans can do a lot faster and better than computers (e.g. learn human language). The question is if Google's system is getting better at something that computers are known to be not very good at, in this case, strategy, I guess. That would be something new.
Personally I'm still in my default position which is skeptical.
After 50 games, however, DeepMind hit a snag. Some players had noticed that three user accounts on the Battle.net gaming platform had played the exact same number of StarCraft II games over a similar time frame — the three accounts that AlphaStar was secretly using. When watching replays of these matches, players noticed that the account owner was performing actions that would be extremely difficult, if not impossible, for a human. In response, DeepMind began using a number of tricks to keep the trial blind and stop players spotting AlphaStar, such as switching accounts regularly.
From the Nature article:
https://www.nature.com/articles/d41586-019-03298-6