The strategic, army-building view does seem like a work in progress. I'm curious about what it's going to be like in the finished game. There obviously has to be some constraints preventing you from filling every territory with maxed-out units and buildings. It's hard to give useful feedback on that mechanic while it's in such an early stage.
I share your concern that the gameplay as seen in the demo might be a little too straightforward. There will apparently be more unit types in the full game, which is nice, especially if they fill other tactical niches (e.g. long-range artillery, fliers, armored spearheads). Presenting diverse, challenging scenarios is also important. If all you do is walk across the map to whack those guys over there, then there probably won't be much reason to carefully raise your army and make your deployments.
I think the chip-acoustic music is enjoyable and adds personality, but muting it should be an option, yes. Even the best music can become a grating distraction in a protracted battle, when you're trying to concentrate on your plan. There could also be a third option that restricts the music to cutscenes and battle highlights.