Zerg & Terran really have a lot variety than Protoss. Hence, they are really boring to watch
I don't play that much any more, but maybe my... insights as a casual player might help a bit. Who knows.
The main problem with toss its that its one dimensional. You general tactic will be to survive, tech up, mass an army and destroy your opponent. Perhaps that's why the deathball was always talked about - simple, its the only real way for a casual player, looking for a game or two every night, to play and win.
Look at terrans. They have options coming out of every orifice you can name. Get some low level units and move in (MM). Siege the opponent and expand yourself (tanks). Drops. Mines. You go into a game knowing you have options, and if the initial tactic fails, you CAN fall back or rebuild. Marines are cheap, and disproportionately strong at that level.
As a toss, you could never fall back. Your army is slow, and when you commit, you fight to the death. The core helps in this respect, but lose the core and then what?
Zerg is the race of options. Cheap units, the ability to mass produce, and map control means they're the 'reactionary race' (not my term, regular players should know this phrase). You could do ling runbys, you could muta harass, or just A-move roaches. They're even better than terrans at adapting, what with the cheap units.
At high level play, protoss do have a chance. Remember when the game first came out and pros wow-ed people with forcefields? Yeah, I learned to utilize forcefields, but it was never easy. I'd make mistakes, leave a gap and loose my army. It was so very punishing. Silly mistakes like accidentally waypointing a colossus to the middle of the map was a huge setback. Accidentally waypoint a thor? Get some marines, they have plenty of DPS; you're not reliant on your thor to defeat the enemy.
It all felt so unforgiving, that at one point it was no longer fun. There's this game I remember distinctly, where I did everything right, got an army up and wiped out the zerg opponent's 2 expansions, losing a fair bit of my army in the process. He tech switched to broodlords with his remaining corrupters, and well, I couldn't replace my stalkers fast enough. Kudos to him, he played well, but I wish I could come back from games like that, but the fact is, I'm all in and then its a win/lose situation.
I guess air toss is blizzard's attempt at giving toss more flexibility, but it feels half baked. A pro can do wonders with air toss, and win games, and impress, but I have to ask... couldn't a pro do the same with ground units? Where's the balance at lower levels? Skill should matter, whether it be bronze or masters.
Maybe I lack imagination, or perhaps I'm just bad at SC2. I suspect my problem lies in being too passive, letting opponents dictate the pace of the game, but that's another story. I just wish, for once, I could tell my friends, 'Hey, I A-moved my zealots into the marines and I won'.
Yeah, agree with both of your opinions. But the best thing is that for a Protoss player to be on a good level, they can just practice on the standard play (of course including FF skill) and crush their opponent on 8th-9th timing attack.