Frankly I have no idea what the issue is with some PC gamers. While I find the tactical camera has limitations its functionality is very good. Its major limitation for me is that it doesn't scroll out far enough to provide a proper view of the battle from a top down perspective. I can get all the functionality from the tactics camera and the current level of tactics & behaviours provides me with the tools to shape the battle. I am required to MANAGE my party now vs letting the AI do all the heavy lifting. I don't think that is a bad thing.
I have found that on nightmare I am required to use the tactical cam to win boss fights. This means I got over my initial awkwardness of the controls, I rebound the tactical camera controls so wasd moves the camera forward/back and left/right vs moving the camera forward/back and turning the camera left or right. That went a LOOOOONG way in getting comfortable with the tac cam. Using the mouse to turn in tac cam and the keys to move the camera gave me a unified control system for each input device. The default controls divide the turning the camera on the vertical & horizontal planes to 1/2on the keyboard and 1/2 on the mouse. Its no wonder its so awkward for most pc users. If the only way to turn the camera is via the mouse then it takes only a couple of combats to get use to the tac cam controls.
I found being forced to adjust to the tac cam because I was playing on the highest difficulty and changing the key binds for the tac cam resulted in me adapting to the game at hand. I now find it enjoyable and functional. I am jumping from party member to party member in battles. I feel full agency over my party and I found that in the tac cam mode they handle themselves very well.
I think people didn't get the game they wanted so need to lash out and they blame it on consoles, really much of the QQ is based on design choices Bioware has taken from PC only games. The search mechanic has NOTHING to do with consoles, it was taken from the witcher 2 a PC only game. Now you can argue that you don't like it that it is an immersive breaking feature and do so fairly but it is simply ignorant to blame this on consoles. Second much maligned feature blamed on consoles is the limited active powers you can use. Again this was a feature first developed on a pc only game, GUILD WARS. Now you can argue that you don't like it, that it limits your choices in combat or that there in no need for this in a single player game, but it is ignorant to blame it on consoles.
It is logically inconsistent to blame design features that first appeared on PC only games and attribute these features to being in DA:I because of consoles. It doesn't make sense. Its almost a meaningless mantra of SOME PC gamers to blame any design feature they don't like on consoles.
I do know that the controls going from one form of combat to the next to NOT flow so players wanting a seamless transition from one form to the next are going to have a problem. I use click to walk in combat all the time, it simply something I accept not being able to do in "action" mode and since I don't want to play in "action" mode its not a problem for me. I think the major issues SOME PC users are having is they want action combat to behave like tac combat without having to go into tactical combat mode. This said I do use "action" mode combat for scrubs as its easier with a long range heavy party. But if too many of them reach my party and are in melee range I switch to tac camera and I have full agency over my companions. I really don't think it is a step backwards for game play to limit what options can be scripted for the AI by the player. DA:O was dumbed down combat because the tactics could do all the work. When combat is such that you don't have to do much at all but let your scripts make all the combat decisions then combat is DUMBED down. When you LIMIT what you can do with scripts so it FORCES the player to make tactical decision vs letting a script do it you have not by definition dumbed down combat, You have forced combat to be more of an intellectual endeavour because YOU must determine when to react to X threat with y ability. This means you have to regulate your companions abilities and behaviours so you can make these choices when needed.
Case in point I run a tank, ranged rogue (Pc), and two barrier mages, party. One barrier mage I keep his mana reserve at 50% and remove barrier from the rotation of spells. The second barrier mage I keep their reserve at 30% and put barrier as a priority. This allows me to ALMOST always have barrier ready and waiting to slap on my tank and keeps one mage always putting up a barrier when its ready protecting the group. This combo gives means I don't have to micromanage barrier but allows me to put up a timely barrier when my tank gets into trouble or any other party member for that matter. Now I am still working out what behaviours are best for what role but the game is new. I have been able to adapt to the system in DA:I and I enjoy that party combat is now no longer a "Set up my tactics perfectly, start combat, go get a coffee, come back and pick up my loot," affair anymore. I think its a huge step forward in game play when the player is actually REQUIRED to make combat decisions.
I know that some players are having technical problems, my game was crashing a lot the first week I played the game and the reason was I had a non-recommended setting level video card. I bought an AMD R9 290 using the beta drivers and I have had 1 crash since. This game is NOT low end computer friendly at all, this is similar to a "benchmark" game used to test the power of a system. It does need some more optimization but I believe most of the technical issues are from people trying to run the game with older systems.
The above said; I still think there need to be tweaks and things are nt perfect but it is hardly the doom and gloom SOME PC gamers at painting.