underground nymph has a point
The game may feel tactical when it is played but it doesn't look that tactical in videos because the person tends to rely on spamming RNG based disables
tactics: the science and art of disposing and maneuvering forces in combat
From youtube it doesn't look like there is that much of this involved, compared to games where spells are more limited in what they can do.
3 pure casters being mandatory is also a troubling sign.
Agree. However this is of curse DnD though. Choosing the right spell for the right occasion and, especially in big encounters, aiming it where it can do most damage is also "disposing of forces in combat". And is often not obvious. It is like deciding where your artillery should fire.
Within KotC2 in future modules, you could further change the balance between melee and spellcaster in favour of the former. This way you'd need more melee in party, less spellcasters and in consequences less spell spam. Many potential ways:
1. No high level play at all, this is when spellcasters are getting most OP and are required most
2. Even less ability to replenish spells. Melee don't need to rest (mostly). The problem are not only spells themselves but the ability to spam them
3. Using more enemies with very high saving rolls or/and SR. Crude method but can work if not overused.
4. Adding encounters where spellcasting is limited or impossible somehow using special rules.
5. and more
Some of the above Pierre won't use. He has hots for high level DnD for some unfortunate reason so point 1. is moot. He seems to like the second one but people seem to not like it. Point 3. is potentially annoying as well and make for even more random play. Point 4. he could use (more), there are many possibilities story-wise or mechanic wise to do it. With the above you would be f****d in many encounters having the "optimum"(?) Augury of Chaos party: 4 pure spellcasters + 2 melee. A more balanced party would be required which means less spell spam and less reliance on spells in general.