Except that in the recent prologue reveal on twich the devs said when enemies have a condition that a companion can exploit the AI AUTOMATICALLY uses said ability. So now you no longer need to tell the AI to do it with a tactics entry because the basic AI system does it without the use of a tactics entry. ERGO you have the same capability as before without the need of using tactics.
http://www.twitch.tv/bioware/c/5471132
I know, I saw that stream as well, and yes it sounds fine. Problem is the ability is set to either fire or not fire automatically, it cannot be set to only fire when the condition is met, so chances are it might be on unnecessary cooldown. That is what is lacking from what we have seen. Of course one can just remove the ability and use tactical camera, but the point is players who like to min/max tactics do so to avoid tactical camera and that possibility is now gone. Personally from what I have seen in streams, previews and reviews, I am mainly concerned with two things:
1) AI pathfinding seem really bad with the companions often staying inside burning areas, and I especially cringed at Angryjoe's preview where the AI didn't automatically move out of the green traps on the grounds at the rift fight, which knocks you over. It should have been simple to program that into the AI at least. DA Fan has a video, where you see companions constantly walking into dragon fire on the ground and instantly dying.
2) mage AI's casting of barrier. Due to the no healing, this is a critical spell on hard or nightmare, and it will be critical to be cast on the right person. So for example I don't want the mage to cast barrier on the rogue who is down to half life, I need the mage to cast it on the tank. But from the videos I have seen, the AI stresses groups of party members (not class or role), and then existing life total (not what future damage can be expexted).