Why the hell don't the dev's fix this for us? Any Blizzard game i've ever played configured my network for me... i never even heard of this crap until now.

Showing your age here I guess.....hehe (no offence meant.....just an observation)
Anyway, If you chose to read more forum posts instead of blindly posting you'd also know the answer to your question.
1. SINS is P2P, not client-server. It is P2P because each player runs the ENTIRE simulation on their own PC, the HOST (doesn't really "host" anything) but rather SYNCS all of the player's games together.
2. Patch 1.1 will introduce an optional NAT-T (NAT traversal) type netcode which will "tunnel" past routers/firewalls. This is necessary for those people at university dorms etc. where they don't have control over forwarding traffic etc
and/or those who don't care enough to somewhat "control" game traffic (by forwarding specific traffic).
I for one, will never allow anything to simply "tunnel" past my network controls and am glad the DEVS took the approach they did, and are even in changing things making it an "option" to keep one's networks under tighter controls. A sign of smart developers!
the Monk