I don't see how standing still and whacking opponents over and over again, gives you any room for interesting maneuvers.
Like what? What kind of maneuvers do you normally do in tactical RPGs?
Anyway, here is a non-tactical game: you face multiple opponents; all you can do is target one, fight till he dies, target another one, rinse and repeat. It's not the case in AoD. While you do have a single character, you have a very large variety of attacks that work well with different weapon types (within the class). These options can make quite a difference and explain why people who don't grasp them do very poorly in combat. The mere fact that some people claim that the game is impossible or die constantly, where others don't, clearly point that success depends not on build/gear but on tactics.
The different attack types and weapons don't really change what you're doing. You're still standing and whacking, even if you've got to do some analysis on which weapon and which attack is good in a given situation. Look at it this way - what kind of interesting things can happen DURING an encounter in AoD? You can get a lucky critical in or your opponent might, but even that doesn't change your behaviour so much - you're still just whacking away, though bad luck might force you to go for riskier moves in order to have any chance.
And what kind of maneuvers in other games? Let's think of just single PC games to compare to. Importance of movement would be the biggest thing missing. Look at roguelikes, now ADOM, for example. Even a simple fighter with nothing but a melee weapon and a ranged weapon can, against a group of enemies, try and maneuver around so as few as possible get to hit you at a time. Also if things go bad you can try to escape (and you can switch to a defensive stance where enemies have a harder time hitting you but you do less dmg if you try to hit). Then eventually there's all kinds of status effects like blindness, invisibility, stun, poison, confusion that can be applied by both you and your enemies... And most of these mostly affect the movement game, too - you can attack like you can before but you don't know for sure which square the opponent is in, etc.
Whereas in AoD every attack besides net is first and foremost just for dealing direct damage, and you mostly shouldn't move around after engaging to avoid those AoOs. Sure, there'll be the alchemy added which I hope will bring some interest to things (at least more fun into the preparation if not the combat itself).
But to be more interesting I think the game definitely should promote movement somehow - say, remove the Attacks of opportunity on disengaging, instead make that first step out of range cost extra AP or such. And maybe give all characters an attack that pushes an opponent one square back with no or negligible damage, to give more real options beyond choosing between a high-risk attack and low-risk attack with similar average damage expectations.
And maybe add some synergy between melee and ranged skills, so you're not forced to lock yourself out of one of them or be horribly gimped - giving more options for a single character to choose from.
As far as using the correct attacks in a combat matters - yeah it does, but it's really shallow tactics and while it takes a while to figure out which attacks to use when, it's easy to soon hit a cap where you just cannot improve anymore or learn anything new.