The most obvious things for me was that there is a strong incentive for me to try and cheat the system to get my whole party adjacent to each other in the initiative sequence.
After hearing him, I think I might be liking system quite a bit. There isn't inherent advantage to going at once, rather then enemy inbetween no? It just you have bigger flexibility in character interaction if they are adjacent to each other. It might be a very smart compromise between individual & team order.
Well not quite. You still are relying considerably on random chance to get two or more of your party adjacent to one another. And the odds are very much against you. Hence my reference to finding ways to cheat the system. And for me it's not even really any character interactions as such. These so-called interactions and "combos" don't impress me much. For me it is all about me as the player having control over when my party members go, and not having the game dictate this to me.
The combat system is still horrible overall as far as I am concerned. So it continues to be about finding as many ways as I can to short-circuit combat and get through it as fast as I possibly can. So the thing I'm waiting to learn about most of all is what kind of difficulty optimizations the game will have, in particular if I will be able to change the difficulty settings freely at any point in the game, so that I can drop it to very low for the combats while keeping it at normal for everything outside of combat.