No. Not that I see. I think it is going to play out like this.Does HOTS have anything like that?
LoLs laning theory. Create a microcosm of a game in lane, with the wild card of ganks. Your skill in the game is dependent upon managing your last hitting, while harassing your opponent so that they can't manage theirs. The goal is to get ahead by farming up and managing your power spikes to get an advantage to win the lane, or push them back to force them to compete with their tower for kills and limit their impact in other areas of the game. Win your lane now, win the game later.
HoTs laning theory (from what I can tell so far). There are too many objectives for the number of players available on the map. You "win" by making good choices as to where you should go and when, and by being able to bully your opponent back, so that that leaving lane for other objectives doesn't cost your team exp. The best laners will be those that can harass their opponent forcing them to leave lane or farm under the tower so that they have to decide between (1) getting exp for team or (2) helping with objectives.
In LOL, you can tell good laners from bad laners by waiting until the first dragon kill, then looking at two factors: KDA and CS. In HotS, you will be able to tell good laners from bad laners by looking at two factors: the percentage of EXP gained by the team and their mechanics score (both are displayed as individual stats when you die/at the end of the game).
I think that is the theory that Bliz is going for. Rather than micro management of your lane, they are going for more macro-management of, using LoL terms, lane control and objective control. There are way more objectives in HotS than LoL, and those objectives aren't intended to be soloable or 5 mans like they are in LoL. Instead, they are more granular.
The problem right now, is when you have players that have literally never even seen a champ work, playing it, the minor difference of losing a few lane team lane exp compared to getting an objective is completely un-noticable. You wont win or lose by completely abandoning your lane, because someone is likely to just not even click a major button they have that can win them a fight. As players get better, the difference between goods and bads will decrease, so more minor things, like making sure that someone is always there to soak up lane exp will be important.
Dont forget, in LoL, when you miss a wave of minions, it sets you back in lane, but there are still 4 other players there that may be raping their lane, or getting raped, or breaking even. In HotS, if you miss a wave, you set your entire team back a wave, across the board. That will be huge when people arent running into the middle of 5 people sitting in a bush because they had no idea what was going on and because the 5 people really had no business being there but they didn't know wtf was going on.
Anyway, all of this is really rambling to say that there IS something going on tactic wise in the game. I can tell that for sure. I just don't think it is quite enough yet, even once people starting figuring stuff out. People seem to lump the game into EZ mode LOL, but I can guarantee it wont be that. There will be just as much strats and meta as in any other MOBA. The focus will be on what they call "Rolling Lanes" in the pro LoL scene rather than winning lanes in the solo Q scene. I am certain of that. I am just not certain whether it will be fun or not, or any more or less frustrating than LoL.
Edit: Sorry for the hard read, typing on mobile sucks.