Yeah, that does need to happen, although I would rather have a rework of the system, because now your possibilities and the difficulty of the fight directly correlates to the order of your characters. For example, I would like to grease the ground with my mage and then set it on fire with an arrow from my rogue, extinguish a part of it with a water spell from my cleric and then let my tank move into that spot to take an AE swing with his sword. With the initiative system a tactic like that is not planable.
There is also an issue with effects that only last one turn. I had my mage freeze the ground below an enemy to make him fall so that I can have advantage in the next turn, sadly, the enemy was first in initiative and simply immediately got up, making my tactic pretty useless.
Also, what kind of bothers me is when there are encounters where I would say I ambush the enemy and have the initiative (like the fight in front of the gate of the grove, there is still an initiative roll that might put some of my characters on last, although I set it all up.
The system is really rather annoying at the moment.