But I liked the fiddly micro, aside from the fact that you sometimes didn't know if you were behind an enemy, easily solved by the indicators introduced in D:OS:EE.
To further explain it, here's how I'd say the difference is:
D:OS 1 - I have 11 action points, 1 action point moves me about 2 meters on the field.
I can:
Move 22 meters in one turn
Move 10 meters and cast a 6AP skill
Move 10 meters and cast a 3AP skill + 3AP 1H attack
Move 14 meters and cast a 4AP flare
Move 2 meters and cast a 10AP master skill meteor shower.
(and obviously a lot in between)
D:O2 - I have 4 AP, 1 action point moves me about 6 meters
I can:
Move 24 meters in one turn
Move 6 meters + use a 2AP skill + a 1AP attack
Move 12 meters + use a 2H weapon attack
Move 18 meters and use a 1AP skill
So while it's true that at higher levels in D:OS 1 you had more AP to play with and could think about either using single more effective skills or many lower AP skills, the mixed numbers between party members (I have 10AP, P2 has 13AP, Jahan has 9AP, Madora has 11AP) makes you rethink your approach every turn. Move the Mouse around constantly to check distances. If I end turn now do I waste AP because my AP Max isn't high enough? Oh what was my AP Max again? Those kind of rote calculations you do over and over again add up in D:OS 1.
In 2, while I wouldn't dispute the decline descriptor on decision making between what skills to use due to the AP system; there are other things introduced to make up for it(Source points, elevation, increased mobility on the field) + the good of faster decision making in large and lengthy battles.
I still want to see how it plays on higher levels, but in the 1-8 range of the beta it doesn't hurt on balance and occasionally helps.
I fucking hope not. If I can't sneak up behind someone disguised as a bush, I'm just not going to bother playing. The only change I want to see is so that enemies actually try to look for you, or react to the direction damage is coming from, so you can't start hidden->attack->hide->attack->hide anymore. But after axing Action Points as a wider variable in term of character mechanics (which I think sounds utterly shit), I doubt that'd even be possible anymore.
I haven't played since the new AI, but basically I'd say the giant mountain of status effects and surfaces will have a huge impact on stealth in 2. The AI uses large battlefield consuming abilities much more frequently so you're no longer in complete control of surfaces. So the actual sneaking and such remains the same, and in the original AI in 2 they didn't really seem smarter vis a vis stealth/invis; but due to the larger presence of unpredictability from the AI you're stealth plans will be thwarted more often.
Couldn't tell you on the attack/hide/attack/hide pattern since I don't usually play stealth. Maybe I'll play around with it next time I check out the beta status.