Yeah, this game is very unlikely to receive any changes. Even bug fixes don't seem like they're being worked on anymore.

Though if we consider feedback in regards to potential implementation in future titles, then there might still be merit for discussion.

As far as the reaction system goes...

Personally, I think the pausing is fine. Like, the purpose of the game being turn based is that you have infinite time to make a decision, as opposed to real time where you have limited time to make decisions unless you manually pause (On top of other differences like actions happening one at a time in TB vs all at once in RT). So having reactions pause so you have infinite time to decide is expected compared to any sort of "Slowdown" that continues down some real time type limit.

Really the most notable source of irritation with the system is due to the number of reactions. Which is inflated due to being based on D&D whereby lots of interactivity is desired to make TT experience more engaging. Then exacerbated by being a video game and thus in order to create some semblance of challenge, there are large numbers of enemies. Which results in many pauses as all these enemies interact with all the reactions your characters have.

I'm not sure that this system would be as problematic in any other game, one that isn't based on D&D and so has more limited numbers of reactions available or ones that have more powerful enemies that lead to fewer NPC's in combat (Though, given Larian's past titles and their penchant for HUGE enemy counts, this is less likely)

As far as the idea about video games being "More dynamic" it seems that this is more along the lines of the TB vs RTwP debate.

Personally, I prefer TB over RTwP, even for a video game. The increased level of control that TB brings is more important to me than the dynanisism of RTwP (Especially if your RTwP ends up with you just spamming pause after every action to manually assign moves anyway, effectively creating a worse version of TB... Or worse, you just let fights do themselves because you have so little input into a fight that it becomes an auto-battler...)

That said, there are some ideas in regards to dynanisism that could be interesting to explore in TB systems. Such as enemy turns being taken simultaneously to improve overall combat speed by making the actions you don't need to make decisions for happen quickly (Which is especially noteworthy when factoring in the aforementioned Larian design of high enemy counts. Some of the most annoying combats are the ones with like 20+ enemies that you have to sit through taking turns one by one). Which happens to address one of the main issues many people have with TB combat, which is how long it takes for even a simple fight.