I agree with one of those things.
That might be what your vision of Exalted is about, but armies are basically scenery in my vision of Exalted, and geopolitical maneuvering doesn't even have a proper system (and doesn't interest me).
The problem with this is that you clearly have it in your head that this is the One True Way to play Exalted. It isn't. That's what you want out of Exalted, and it's what you think of when you look at the setting, and there's nothing wrong with that; it's a great setting for it. But when it comes to the actual, published game you want it to be something it isn't (and isn't seriously trying to be), and then you bitch when it goes and does what it wants to do instead. It isn't terribly productive.
Yes, you can run tons of shit in Exalted. You could theoretically run a martial arts tournament, Dragonball-style. You could run an Exalted harem comedy. Yet
the default game space is one where you're supposed to become huge empire-building geopolitical players and where armies actually matter, given how much detail is spent on who has what armies, how easily they can deploy them, and why. Saying "this would be harmful to
my vision of Exalted" does not counter "the default game space of Exalted is one where according to the fluff and ST advice, large scale combat is and should be the norm because of its heavy focus on political intrigue and maneuvering and empire-building." Third Edition doesn't have an actual ST advice section in its book from what I'm seeing, but 2E directly states what Vanilla Exalted is:
2nd Edition said:
The most obvious Exalted game involves the Solar Exalted returning to the world, evading the Wyld Hunt, establishing a power base, conquering the surrounding regions and fighting against the minions of the Scarlet Empress. This conflict could involve drawing a line in the sand and fighting any who cross it (such as Cathak house troops or an Imperial legion). It could mean working to damage specific interests (like House Cynis's Guild connections or the Realm's defense network). It could even
mean actively seeking to bring down the Scarlet Dynasty, either from without or within (such as by forcing the Imperial Manse to explode through pinpoint, aerial geomantic assaults).
The players' characters eventually end up calling the shots in a reestablished Solar Deliberative remade in their image, defending their people and Creation from all who oppose them. This style can emphasize rebuilding and restoration of society from the tragic mess of things made by the Dragon-Blooded, or it could focus solely on the long, hard road to seizing the Imperial Manse. Look to the anime Escaflowne or the novel Dune for inspiration.
Default setting: Fighting armies, geopolitics, nation-building.
The default game space is one where the current ruleset is actively detrimental, because it pushes people to think that empires are some sort of mass held together by single load bearing bosses who you beat in single duels and you can solve any problem by punching the bad guys in the face and the only people who ever matter are adventurers and others of their ilk-something, let's remind you, that Exalted was
explicitly repudiating.
All games have a One True Way that they're supposed to be played, as the designer intends.
The idea that "there's no such thing as badwrongfun" isn't saying that there's no
one true way and your vision of what a game's about is equally valid-it's saying that
there is nothing morally wrong about playing a game in a way the designers did not intend. That does not mean that "the mechanics do not actually support the default style of gameplay
at all" is an illegitimate criticism, and saying "well in
my Creation" doesn't inure the designers from criticism. I am not saying
you are wrong for playing Exalted in whatever way you like. I am saying that Exalted's ruleset
fails to support its intended scale and scope of playing to a ridiculous degree and would be best served being refocused on that intended scope and scale.