One thing Larian could've done differently to troll the entire RPG audience is go with RTT system (Real Time Turns).
Basically you queue up your moves during your turn, and the enemy does the same, then you have like 5-6 second turn where everybody is moving at the same time executing commands and you as a player have no control over it. Then it's back to issuing commands again. It has both the franticness and awesome explosions of RTwP and meticulousness of a TB system. And if pretty much hated by everyone. I only saw some JRPGs trying to implement it and it's a majestic chaos. It's a shame they didn't go this route. The butthurt would be glorious and everybody would remember BG3 for years and years
It's called "phase based" and worked perfectly fine in, say, Wizardry 8.
Eliminates the need for many workarounds from TB too.
Worked in W8 mostly because W8 was still an abstract turn based system, not a real time one and phase aspect of it amounted to giving orders to all units at the begining of the round and then watching the round(phase) unfold.
There was nothing simulatneous or real time about the combat, there was a turn order of one action at the time in the phase resolution.
There was also way less actions within a phase of W8 combat, than in a 5s of real time tactical simulation, units would like cast a single spell, or swing a sword 2 times and then the phase ended and you could give new commands.
It's actually terrible in a real time tactical game with movement and positioning.
In Frozen Synapse I've ended most of the time just giving movement and attack orders for max 2s ahead that were reasonably predictable, and was waiting out remaining 3s of 5s phase in some safe "overwatch" position.
FS felt more like a puzzle game most of the time, so i got over it, but I wouldn't want to play a squad tactics game like that.
Just let me pause and change queued orders whenever situation changes, instead of forcing me to watch my units follow outdated orders to their doom for few seconds.
Command queue, action timelines presentation and queued orders simulation like in FS are all great tools to help with planning and synchronization of actions in RT system, but arbitrary 5s command input interwal doesn't make any sense.