ok you totally missing the point. first its about point and click and not 2 mouse buttons. second someone cannot give examples for point and click where it is the only valid type of control. third what nobody sees is the technical point, more complex level architecture, higher sightdistance = much more trouble for pathfinding of an ai. name me just one game with big and complex levels with point and click controls. there is a reason why point and click in tactical works but not in exploring mode.
its not that the game needs a lot more love, especially for pc users, but stay realistic. to make point and click work in open world can be very difficult and im pretty sure they already tright it and wasnt satisfied by the results. maybe there will be no point and click because of this problems. bigger zoom out in tactical, the problem here is not the zoom level of the camera, its just changing a view numbers, the real deal is the transparence of things that locks your sight. maybe frostbyte got troubles with making things dynamical transparent and a tiny little problem can become one that isnt solvable.
both of these little wishes can be technical monsters to be beaten and dont expect that they are solved. i'm pretty sure some things in the game are as they are for a reason.
The first two things are frivolous but the third - well, let's talk about the third, shall we Canada?
Complex architecture. Much of the architecture is very simple. It only seems complex as you walk through various set pieces but much of it is just crisscrossing passageways. That may sound glib but even in the Western Edge for example with all its various tunnels that snake along the eastern and western sides; they are quite simple. So what makes pathfinding AI difficult here? Possibly running out of bounds? Resulting in jarring teleportation or snapping. A behavior I remind you that is already present in the game. I am sincerely curious and in no way attempting to be condescending.
A higher sight distance creating difficulties. I assume whatever maths of plotting walking points can become increasingly complex as the user attempts to move the PC and crew to locales in the distance. But I don't think the nav mesh that the AI uses is all that complex. If you constrain the AI to not navigate, drop loot or fight on impossible slopes it could work. This is pretty proven stuff.
Rendering I believe is where the headaches truly lay as you go on to describe. You can't zoom out and simply render as you used to. Rather you could, but it would not be as optimized. There are solutions for this without a doubt. But occlusion and highlighting from on high should not be a leviathan of a task. That being said I don't see third person view as an entrenched overly optimized method either. Third person view is filled with occasional spurts of madness and rendering faux pas. I have also witnessed "
zooming out" accomplished already though I've not personally attempted it. Thus it's not infeasible, practicality aside.
When a floor painter starts painting at the door or (decides on/is forced into) using an engine meant for other designs, there's going to be problems.
This really does not paint a very positive outlook for ME if these problems are too big to tackle. There are a lot of unknowns for me personally and most likely issues I've missed. I agree that it will be difficult and it will of course take work to remedy. Be aware that acquiescing and showing deference means your okay with it happening again.
This specific change is important for me, so thx for this 
I read about (and saw with great horror) the clicking of a 'search button' in order to highlight loot.... that's really not something I think I'll enjoy. I'd much prefer it to just be highlighted when I hold a button, or to be able to turn "always highlight" on in the options menu. Hope to see this 
It is indeed some times the smallest change that can inspire. I too enjoyed it greatly

And yes, totally with you on key to (toggle/show while keydown) loot/materials rather than pinging.