I find it always quite strange when people consider DA2 more tactical than DA:O, when it was the stated goal of the developers to leave the need for tactics entirely up to the player. As below:
Given that both games are mostly composed by trash encounters, I'd say that, overal, both games aren't so different. Tactics and planning is something that, in 90% of the encounters, is done simply because the player want to, not because its a necessity. However, I do think that the amount of interesting encounters dropped between the first and the second game.
What improved, in a twisted sort of way, between the games was class balancing. Classes, in general, became more bland but also more equal.
OTOH, DA2 is RTwShit. I see little point in making an 'fast-paced' RTwP game that isn't a straight RTS, except if you want to please everyone and their mother at the same time. The result is a system that is neither an ARPG or a CRPG. Not unlike Arcanum's bizarre combat system.
The problem with dragon age 2 is that playing warrior is not fun if your regular skills can kill your team in nightmare mode.
The balance patch removed warrior friendly fire entirely.
well that's a relief. damn the fool who came up with warrior skills doing friendly fire.
Its not so much that this specific mechanic was badly handled, rather that BioWare overreached with DA2. Its clear that they didn't have time to appropriately balance Normal mode as a quasi-single character game and the higher difficulties as a more tactical environment, which appears to be how they attempted the goal above.
Hence the utterly bizarre rules of Nightmare mode: friendly fire, as mentioned before, can be a frustrating mechanic, especially given how the limited camera makes AoE targetting a pain; but there are troves of weird stuff that holds Hard and Nightmare modes together like a patchwork. One that I found particularly jaw dropping was how random bandits would be near if not straight up immune to certain elemental attacks. While in DA:O, it mostly makes sense, with undead resistant to cold and rage demons, fire. DA2 keeps that while distributing random resistances between the cut out of cardboard mobs, which ultimately does not reward the player's learning and becomes frustrating.