This is a really interesting thread and I thought I'd add my own thoughts.
I've been eagerly watching this game since the first video and bought into the Alpha at the first chance - I've had great fun with it so far and surprised myself (mostly through the game's excellent design tools) at my creative talents (when I'm not comparing myself to YouTube celebrities). However, I'm definitely more of a management style player and in terms of the different views being shared in this thread, I'm more on the side of those who feel the management element won't live up to the sheer scale and audacity of the creative features.
When Frontier say simulation evolved I understand where they are coming from - the AI developed for the guest and staff is a significant step up from previous iterations; I think the reason that this is not so impactful on the management element is that the games before it did so well at tricking players that all this AI was happening in real time, when it was otherwise some very smart script routines. So from a simulation perspective, Frontier are hitting it out of the park but in terms of what we the players see, it's to some extent expected.
The concern about the management is so pronounced now because it was implied at the outset that management was at the heart of the game and would be shown towards the end of the development. We are seeing it now, and I think there are a proportion of people who are underwhelmed by what's been shown. There is certainly no obvious evolution on the management perspective (as there clearly has been for the creative and visual elements) - what did we want? It's hard to say, but something new which would drive this genre forward.
Here's an example (which has been mentioned a few times by various people): Clicking a button to get a staff member trained to level 3 just doesn't feel satisfying - having to build an administration block where the training is held (having to hire a trainer, who can perhaps only train 5 people at one time and the requirement to buy the training equipment etc) and seeing your person toddle of and sit in the training room and be trained, whilst a rookie member of staff has to cover their post, not only makes training far more interesting (how do you incorporate the staff building with the park decor; balancing the cost of paying for the trainer and the equipment vs the future skills of your member of staff; whilst the rookie covers perhaps the quality of service reduces so you have to balance the person going for training and the poor service guests will receive whilst they are away) it's also more realistic - this, to me, feels like moving the management element forward.
Another example could be stalls where you can win prizes at skill-based games (most theme parks have these - This American Life [episode 433] once did an entire episode dedicated to the staff at a small US amusement park who worked solely on these types of game stalls - and where a significant amount of money is made), where you have to balance the cost of the prize for the likelihood of winning, with guests getting annoyed if they think they've been cheated. A more highly trained staff member might be better at getting guests to play the game and part with their cash etc.
The creative-centric fans have had over 6 months to discuss with the development team how they can improve that area even more; unfortunately, due to the fact that the management side is being shown so late in the game, those who are more focussed on it have less time to provide some input.
I'm still going to play and love the game, but I have the sad feeling of a slightly missed opportunity.