Just out of curiosity, what was your peak rank in both games? If in LoL it was anything below D3 pre mid 2014 or D1 after, you can't really compare the games. Same goes for HotS, if your rank is below Master you can't really compare the two.
I was almost Challenger in LoL in S4 as exclusively support so I had no idea how to properly attack move or stutter step. I took a break from playing MOBA games till winter 2015 and focused on being a remote analyst for LCS/CS LoL teams. I started playing HotS that winter on my alpha account that was level 27, got to 30 and jumped into ranked where I played Raynor/Jaina and I was shit at the start so I got placed @
Rank 34. After I got used to the game a bit I got to rank 1 in under 40 games (50 total with placements) and won 13/15 games I played at rank 1.
Team fighting in HotS simply feels bad because literally no one knows how to stutter step and ability animations are slow so even someone with bad reflexes as myself could dodge most stuff or Raynor Q intrerrupt gap closers. For example, I rarely see an immobile mage like Jaina auto attack in HotS however when I played her, auto attacks were my highest damage source. Having multiple maps simply feels like it restricts creativity and limits what you can do because if you choose to ignore the OBJECTIVE, you straight up lose.
On the hand, LoL is at a point where knowledge just trumps everything. If your game knowledge is at a high enough level you can literally tell if you will win/go equal/lose a lane based on the way your enemy is moving in lane or which/what/when he attacks in the minion wave. Even if it's a single map, there are multiple win conditions and in order to win a game, you must take care of almost every single one of them.
Let's take last hitting for example: You know both team compositions and you should also know what every champion wants to build in general and in specific situations. You should know the cost of the items and the value of minions. With that information, you can pay attention to which minions your enemy kills so you'll have a very good idea of how much gold he has. You can then force trades in such a way that you make him go back to base with not even gold to buy a good item for his champion and also you having enough gold for your items(through better CS or winning the trade when he goes for big creeps such as cannons). Doing this multiple times (most of the time at high elo once is enough) will allow you to hit item spikes faster. Hitting item spikes faster means you can not only snowball your own lane but also win most team fights you are involved in or roam to give your other team members and advantage.
That's something very simplistic but with high impact that literally stems from proper cs/wave management. There's a lot more to this particular example and there are a lot more examples like this that simply can not be replicated in HotS, the ways you can improve, the strategical depth or what you can analyze in HotS seems to be very restricted or one dimensional because the lack of some features like item shop, last hitting, multiple win conditions, etc.