It's beautiful, but I find it unpleasant to play, because situational awareness is more than half the battle. Swinging the mouse around nearly constantly to get a grip on things (when you're not hammering the UI as quickly as possible) isn't much fun.
Reminds me a little of a game posted here one or two years ago. It was also a fully 3D RTS inspired by tower defence, where you placed structures on a complex 3D network of filaments.
The situational awaraness IS half the point. I think your expectation may have been that the game is more like a god os sim-game, emphasizing strategy and management. This was my inital goal too, but it would have resulted in a game even more confusing than the current one I think.
The final product is much more about multi-tasking and micromanagement than strategy. Your awareness of the situtaion is your number one resource. I totally admit that it's hectic and pressuring, something not everybody likes.
About hammering the UI, try using the number buttons to change fruits, or using Q/E to shift them from one type to another. The Fruit Wheel serves more in an introductionary role (actually it's pretty much the same approach "Prototype" uses. There you have the Power Wheel, but most players don't use it at all. It's still kinda required to give you an overview of your options.)