32 powerslots isn't only enough, it keeps the speed of the game up.
I loved both Dragon Age Origins and 2, for the stories and lore and gameplay, but honestly freezing up every 3 seconds to coordonate your team was a big downside. Battles with 5 minutes of actual fighting took at least twice as long, and if you didn't coordinate your teammembers would just do whatever and f*&k everything up. Or you could take the time (hours totally) to set up all the game-behaviors for all party-members, and check back to that on every other level-up.
Actually going for a limited number of powerslots worked out to be a MAJOR improvement with much easier-to-set-up behaviors, allowing for flowing combat with mimimal need to pause on easy, normal and hard difficulty. Playing nightmare I don't mind freezing up to coordinate cuz otherwize it would be too easy... and to be honest it's not that hard to begin with.
can't tell if providing objective opinion or trying to assert something that is relative...
each character in DA:I has 8 slots... the characters are not extensions of yourself, but essentially automated players in their own right, so the idea of adding up all the slots and saying "hey, this is how many slots you have at your disposal", whilst not really having them, is quite a bizarre point to make...
the fact that you had to use tactical pause every 3 seconds speaks leagues of your ability in both the previous games... this is also an extremely relative statement, as every player has a different skill level (and arguably the skill ceiling for the previous games was high if you were playing on the higher difficulties), and so they could all program the tactics at varying aptitudes
i don't understand your point about the AI doing whatever it wanted and screwing everything up when you literally had full control of them in the previous games, and almost none in comparison in DA:I... was this comment made with regards to DA:I? because then it would make sense
taking hours (across a playthrough) to tinker with tactics was one of the charms of the previous games, if you didn't like that, fine... but you didn't need to do it, and in your case you suffered because of it
in the previous games, "behaviors" referred to what kind of stance each companion would take, such as defensive, ranged, passive... where they would effectively behave differently in combat and have different reactions to situations ontop of what their tactics allowed... and behavior could be changed on the fly by opening the tactics screen and selecting a new "role" from the dropdown menu... so i can't see why you'd think having no control over behavior makes it easier to set up when there is nothing to set up
the combat flows because there is still some form of AI behind every teammate, they use their abilities in some obscure order based on a system that lets you select a skill for preferential use, or disable it's use entirely... and then they either defend or follow a single player, which if you actually try to use properly it just won't work, pathing and combat range gets messed up and you find your ranged characters getting their faces melted because they run straight into melee mobs and whack away
the systems we have now that dictate teammate behavior are completely dumbed down to the point where they lack any substance that we saw in the previous games... the fact that you think this is better is infuriating, but i won't insult you for it, however much i want to