When the 5ft step, the single most used manoeuvre in 3.x combat, is buried 3 layers deep in the radial dial, it takes too long.
That's why there is keyboard shortcuts...
Toee also has Trip Attacks,Run,Withdraw,Flanking,Power Attack,you name it. Temple+ adds Disarm. The Spiked Chain and Heavy Flail also gain their +2 bonuses to Disarm checks,as per PnP. The weapon selection in Toee is also staggering. Pretty much every weapon in D&D is included,whether it's a light wakizashi,a punching dagger(Katar),or a two handed martial like a Greataxe and Falchion.
Sure, ToEE is good, you won't ever find me saying otherwise.
With Temple+, it becomes even great.
KotC was inspired by ToEE and did well, even improving the interactive index and with a better distance management with an invisible square grid instead of ToEE's free movement.
The AI in ToEE simply rushes mages, which was fine but if you make characters with reach weapons and a lot of Attacks of Opportunity per turn, you just destroy every
bugbear enemy the game throws at you, it's that simple.
Iuz aside, of course, it takes some doing to put him 6 feet under.
KotC 2 is just on another level.
The AI is better than most players, hence, steamtards complaining it was way too hard.
And Pierre keeps on improving the AI with every fucking update.