The engine heavily relies on OpenGL features Apple dropped support for. The best bet would be to await for a decent translation layer (Zink, MoltenVK, idk).
Games have their own distribution method, but you can download the source and the engine will handle it. In ZeroKs case (https://github.com/ZeroK-RTS/Zero-K/).
They said Macintosh Operating System, not macRos, but in Spring-Recoil games like these, you can basically program whatever you want using Lua widgets, and there's a fairly easy scripting for commands allowing for things like «when I press button X select half of the currently selected units, in a radius of Y around my mouse cursor, picking only the ground combat ones with more than Z% health».
In Supreme Commander you could have build templates for building layouts, eg. fortifications (point defence, shields, artillery, properly aligned, rotatable, etc), I relied on it extensively in multiplayer to quickly get foothold. (SC was successor of TA, these games started as clones of TA).
Just tried BAR, and the build templates would be really handy.