It has kind of drawn a lucky deal with that combat system. Having action combat fill a turbo meter which is then used to issue special commands, including healing and buffs, to allies is straight up genius.
A massive drawback of action combat in action rpgs is that the feeling of fighting as a group evaporates. It is all about your main character, and your allies help you juggle an enemy or throw a heal once in a blue moon at best.
The group feels cohesive in VII R's combat, you buff each other, set up combos, swap from character to character and even try to keep the others alive. It also casually solves the problem of healing in combat that can be the death of a poorly planned action combat system (FF XV where you can potion spam through the game). It is not even that fleshed out in this game, increasing the amount of ATB for every party member to about 5, having more maneuvers that take more than 1 atb bar and having better AI that does not always focus the player controlled character hard would imrove the combat a lot. The baseline however is amazing and I hope it gets used again if they make a more party focussed action rpg in the future. I am categorically a turn based > action guy, but I don't mind VII R combat at all.
This game has a lot of flaws from FFXIII, unsurprisingly, it is the same team. But I don't really feel like hating on this game, because of the genius combat system.
Finished it once, won't replay because of my issues with Business Division 1' style, but no bad feelings about this game.
Unit customisation was deece aswell, I used a magic based Cloud for the most part with the Mythril Sword.