head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Optimization · Pure Optimization
Instanced online RPG where deck-like eight-skill builds decide battles before they begin.

Optimization · Pure Optimization
Resource-grid RTS where metal extractor priority and factory efficiency form the decisive optimization layer.
Guild Wars leans Optimization (Pure Optimization); Total Annihilation leans Optimization (Pure Optimization).
Total Annihilation leans a little harder on execution, though the gap is small.
Guild Wars
Interrupt timing and kiting in skirmishes
Total Annihilation
Constructor routing and unit grouping require consistent multitasking
Total Annihilation leans a little harder on reads, though the gap is small.
Guild Wars
GvG and arena metagame against adapting humans
Total Annihilation
Opponent expansion patterns must be scouted and predicted
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Guild Wars
Modest drop and spawn randomness
Total Annihilation
Map metal spots are fixed; very little RNG in unit behavior
Total Annihilation leans a little harder on optimization, though the gap is small.
Guild Wars
Eight-skill build construction is the game's soul
Total Annihilation
Metal extractor priority and factory queuing are deeply optimizable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.