I like the eight ability limit, and I'll tell you why: it adds another layer of tactics. Now you need to decide which eight abilities you need for each encounter.
I play The Secret World a lot, a game that has hundreds of abilities but only lets you use eight active ones at a time. (It even makes you choose which passive abilities you want in effect at any given moment, which DAI is unlikely to do.) That means that deciding which deck you want for any given situation is a huge part of the game. Do you want more emphasis on crowd control going up against a big group? Or are chain abilities that damage multiple foes a better idea? And you can forget about using Impairs and Hinders on those Nightmare mobs; better slot more spike damage and healing instead. Oh, unless you have to Hinder them before you can kill them. And do you want a deck that will let you move from one encounter type to another, or do you want something super-specialised that you'll have to change a lot?
So, yeah. This is a design feature I've got a lot of experience with in a different game, and it works for me there. I'm looking forward to having to think more about which abilities I want to use at any given moment.
I have a few concerns with such justification.
- It's only a tactical decision if you know in advance what your group is going to be facing. What if you are ambushed? What if you draw aggro from a different kind of group than one you prepared for? What about plot-triggered battles that start after a cutscene and you may not even see all your opponents or know their capabilities in advance? Both DAO and DA II were full of such encounters. Seems like in all those cases, you would be guessing as opposed to meaningfully deciding tactics. Or worse, you'd be using metagaming knowledge of what lies ahead from previous attempts...
- Frankly, it seems like an extra hassle. Suppose you somehow know in advance you'll have to face 2 different combat situations and decide to prepare for each accordingly. Before each battle you need to re-evaluate your chosen abilities for each party member. Remember, each character has different specialization and their own set of abilities on their toolbar. That means you need to go over this process for 4 characters (inquisitor + 3 allies). For the second encounter, you'll need to do it all over again. I suspect this ritual may be getting really old, really fast as the game progresses. While in DAO/DA2 I could just stroll to the bad guys without stopping and in each encounter use the mouse to click on the toolbar ability I situationally wanted to use...
- It's immersion breaking. It does not make sense for a character to suddenly forget how to use abilities they used a few minutes ago just because player swapped them out on a toolbar. I know - gameplay mechanics, they aren't supposed to "make sense", etc... But in this case it seems too absurd, and I would be reminded of this every time I wanted to use an ability I forgot to map to the toolbar. Maybe it does not matter for MMO players such as yourself, but I would prefer strange gameplay mechanics did not break my immersion into the fantasy world Bioware crafted.
So if they're really doing all this (limiting number of mapped abilities to 8 + removing possibility to use unmapped abilities + removing possibility to remap abilities while in combat), then yes, I'm very concerned with these changes.