We request an improved reaction system because we want more tactical depth where as I get the impression you want less tactical gameplay and more fast oriented action. Am I wrong in this assumption?
Yes, you are wrong in that assumption.
I enjoy the tactical nature of the game. I have well over a thousand hours into this game so far. And if it weren't turn based, I wouldn't have bothered with it.
But I do think all of this reaction stuff is a major misstep. And I'm not alone in that feeling.
Things I'm mostly okay with:
1. Ready versus attack. If someone is about to attack you, you get to act before their attack. Simple. If no one tries to attack you during the round, you basically abandoned your action.
2. Contingency spells. You cast a spell based on a reasonable contingency. Hellish Rebuke, for example. The contingency being that if you're attacked, it goes off. None of this nonsense about picking and choosing when it goes off. It just does because it triggers when someone attacks, not when you suddenly will it to in whatever moment you choose.
3. Ready versus spell. Just like a "ready versus attack" option above. If someone is about to cast a spell, you get to act before their spell to attempt a counterspell. But that's your action, not a reaction.
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As for things like Inspiration: I feel like people are way too precious and spoiled about how they want it to work. Just let it inspire the next "blah" thing and move on. If that's too weak, then let it inspire the next three "blah" things. Whatever, just move on. It's not going to break the game to let it inspire your next attack *and* your next saving throw *and* your next whatever... to make up for you not being able to choose when and where it goes off.
Not to mention, *choosing* when you're inspired is a little bit ridiculous. It's painfully meta.