It’s gotten better, though it desperatly needs four things: 1. Group formations. I don’t care how eager Gale is to fight, he needs to park his ass at the back of the line, away from the sharp things. 2. The group sneak button needs to set everyone to hiding if at least one PC is not hiding, This stops the dance routines where pairs of PCs take turns crouching. 3. There needs to be a better way to select a portion of the party. Ungrouping then merging feels more like a hack than an UI choice. 4. Characters need to stand still unless I’m actually walking away. If it means they’re walking a few meters behind, all the better to keep Gale away from the metal bits.
I’d also like a preview of what I can reach with my movement during combat. The game sort of tells you, but it’s contextual and not entirely reliable.
While I don't disagree with ANY of these observations, I hope it's clear to anyone reading this (and to you writing it) that these are all roundabouts ways to remark once again that, yeah, in the end to be actually comfortable it needs to be a typical CRPG "RTS-like" control scheme that allow multiple unit selection. At least out of combat.
Once in combat it doesn't really make a significant difference, since the game is turn based and the control gets to a "one unit at the time" regardless.
Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN