Well, to be fair RTS controls are not the end-all-be-all of videogame control schemes. It's fair to say that party movement can be improved, but I don't understand why would we ask Larian to overhaul the control scheme for the game.
In my opinion, the control scheme has never been the issue.
How well dangerous terrain, traps, etc. are communicated on screen, party members walking through fire when it wasn't clicked on, and the camera bouncing around were issues. Those issues would still be there with an RTS control scheme.
Well, what can I say? I disagree pretty much on all fronts. Saying that "RTS controls aren't the end-all-be-all" sounds a bit dismissive without offering a valid alternative. It ignores the crux of the issue: if you can come up with something better feel free to describe it, but so far they are the pinnacle of the genre and for a good reason: they are the control scheme born and refined precisely in the genre that makes MANDATORY to control of multiple units as quickly, simply and intuitively as possible. How good they are at it? Good enough to be the standard in their own competitive genre.
Why would we ask Larian to overhaul the control shceme? Who else are we supposed to ask to, for god's sake? They are the ones developing it.
And something situational as "dangerous terrain and traps" feel incredibly marginal compared to an issue that will be front and center of the experience for the entirety of a gameplay session.
If anything, I'd agree that with revamped controls a tweaked camera would be also welcomed, but that pretty much comes with the territory. In particular I would gladly do without the inane degree of deformation that comes between things at different levels of elevation and/or distance from the lens.