I think there are a few kinds of control you speqk about one of them, the stall game - heavy control, lots of removal, big tempo minions, we’ll call it slow control - like magmar’s vaath or classic ziran.
The other types are - quick control, which include ramp - ramp doesn’t care about your board, it does however gets to the finishing line before your heavy removal kicks in threats included, usually removal will be pact for certain matchups where you don’t draw enough ramp options, you ramp too fast or your enemy survived your wincon/ dispelled it.
and the last type - which is my favorite and most complex, we’ll call it board manipulation control. the condition is - have a board, utilize it (reflection, vespyr, and sotw) ramp doesn’t help as well as stalling because your productivity indicates pace.
stall will be included for i reason - keep your enemy at the same condition which allows your wincon to take place, for ex. - stow is not relevant if your opponent ruched to your side of the board, so packing avalanche will get him back, heartsister + wailing overdrive is an option too but these options cost deck space.
good aggro decks skip over it, most of them are cheap and are enough to burn you down if requirements didn’t met (especially if you play vanar and has no build in healing to answer it), plus deck space is used as narrow as dmg enabler, dmg reduction, and mobility from time to time, this is enough deck space to cover most of the ground needed.
control will take tempo decks everyday (the reason wanderer basically lose to a control matchup very often), but if the deck does not rely on stalling or any other condition, burn has a really good chance of winning - the match goes into "see if you can otk or wincon before the timer’s up.
usually i don’t have a problem with it, control decks have certain flexibility and can be piloted to run as semi aggro decks thus finishing the game at 7 mana (see screenshot).
i can agree that calc. of dmg output and match ups is maybe difficult at times but piloting a deck that rely on position to pull out max dmg, need to cover a lot of ground with a fixed deck is harder - this is basically the reason control vanar is SO hard to pilot while aggro is easier and more appealing to newer players.
i do however feel and felt when i started that the board gives a whole lot of depth to the game, which aggro usually blur if not forced to it by certain decks (like ziran or vaath that slow everything down)