With the rerelease of FFXII, one thing that has puzzled me is the slew of comments like "FFXII is the only RTwP game I enjoy" or "FFXII is what Infinity Engine combat should have been like". It's puzzling because it has the worst take on this system I've experienced.
To explain what I mean, let's compare FFXII to Baldur's Gate.
In BG, if an enemy is about to cast an AoE spell and your characters are clumped together, you can pause the game, order your characters to spread out and move in different directions, unpause and they will all move simultaneously.
You can't do this in FFXII. To move a character, you take control of them like you would in an action-RPG. It's impossible to move multiple characters simultaneously.
Another difference is how area of effect abilities are targeted. In BG they can be manually positioned anywhere, including on the ground. This is an important aspect of gameplay for several reasons. For starters, it lets you avoid the effects of friendly fire and prevent your own characters from being harmed by the AoE. It also lets you affect the battlefield. Many AoE abilities create long-lasting environmental hazards, so you might place them in a spot that is empty, in anticipation of enemies that will move there.
Again, you can't do this in FFXII. You can't freely target AoEs, they just snap to a target. Friendly fire is non-existent. Abilities that create environmental hazards or otherwise affect the battlefield likewise don't exist.
Lastly, party size. In BG, your party size consists of six characters + summons. There is no hard cap on how many, and you can all control them manually.
In FFXII the party size is three characters. Summons cannot fight alongside the party, instead they paradoxically make party smaller by removing everyone but the summoner.
And yet, despite that smaller party size and less tactical options, FFXII is the one that needs a gambit system to automate party behaviour because manual control is so cumbersome.