Neither did I, but just because they are quite useless at the moment.
I did notice that if my highest-initiative Rogue used Delay turns, then he got the turn at the end of the round, and then goes again immediately again at the start of the next, which could be really powerful, since you don't have to worry about enemies moving after your turn.
Well, this is kind of a standard strategy in certain situations. But in other situations could be suicide. Let's say that waiting the whole turn means having your rogue killed, a fairly common occurrence. You can either getting stuck with the standard initiative order or die. Not a compelling choice in my book.
I didn't even respond to interrupts, just the ability to move your teams movement to any free slot you desire instead of only at the end...
The difference between X-Com is there... your teams turn. Opponents turn. Teams turn. Opponents turn.
Obviously, that is NOT the case here, where stats deside your order in a turn, and it could very well be your entire teams actions get intersplit by enemy actions.
It's an entirely different system of setting up 'turns' and you can't just interchange stuff because it works in 1, it might not in the other.
Yeah, and what about The Temple of Elemental Evil or Knights of the Chalice? And D&D, Warhammer Fantasy RPG, Deathwatch, Numenera and hundreds or other tabletop RPGs out there

?
No offense, man, but you are making complete wrong assumptions on dalayed turns. Probably because of your lack of experience with them.