@Limz
I was using Chess as a parallel.
Doesn't apply.
Just as in Chess:
We have predetermined units and abilities
Not a direct analogue. Premise is sound. Conclusion is not.
We have given set of rules for how we take turns and what we can do and when
Accepted.
We know exactly how one action effects another
Clarification required. But, to hop to the fun parts, I'll remap your premise: We understand that using an ability such as an attack or a spell, ignoring accuracy, will lead to IMMEDIATE determinable effects.
There is a clearly optimal reaction and or set of reactions for each given action
Untrue.
Combat is generally nothing like chess in any other context except in simulations that ignore chance.
Untrue. Also has nothing to do with the rest of your argument.
It removes pressure and surprise in any given scenario once you've gained enough information and, given that loremaster exists and people replay these games, obtaining that information is really easy.
This is more interesting. You should dig deeper at this and expand your thoughts on this matter.
I do not feel like that is an improvement so much of a trying to find a way around a given problem from the last game.
Unrelated.
Thus assuming perfect information and player skill, we can assume matches will play out a certain way given a specific...
You're making a lot of assumptions.