As usual, I agree. The sentiment that "when everything is special, nothing is special" has been voiced on these forums repeatedly.
I want the core of the game to be engaging and recognize that attack + end of turn is what I'm going to do a lot of the time. That still gives me plenty of room to think about who I'm going to attack, where I am going to position myself, whether I am better off charging through the front line to put pressure on the back line instead of attacking, whether I need to focus on defending for a bit. These decisions are meaty and engaging all on their own.
I don't mind adding a little flash and glitz, but you have to have the meat there first. The way they talk about, e.g. the bless spell being boring makes it sound like they assume that I am a toddler with a 10-second attention span and that I'm not going to be happy unless everything is explosions. If that's what they're committed to, then this game just isn't for me.
On the other hand, if they can get the meat right and vary the challenges in each fight, we can create our own glitz. Coming up with clever ways to use environmental hazards to your advantage, for instance, feels much better (to me anyway) than being handed the same box of firecrackers in every fight. But those environmental hazard have to change - we can't just have a race to the high ground every time.