It never occurred to me to respec the hot bar before each battle. That seems like a lot of unnecessary management, requiring a prescient sense of the environment. Maybe for dragons sure, working against their elemental effects, but that's all I'd think would be worth that time investment. I've also equated my skill selection as roleplaying fodder. Initially my elf mage didn't like fire magic... and as I've grown in power (and got a little bored with the other trees) I went full Inferno, and then when I learned KE I decide to be a bit of a generalist.
Picking your skills (and later your specialisation) is how you build and define your character. I now understand that these abilities are far more action-adventure orientated, in that you can swap them out, respec them on a whim etc. Lots of freedom here. You don't have to live with your skill choice. You do have to live with your specialisation choice, which is great. Having choices one cannot change makes that choice all the more important. It's an interesting design decision that makes this game a little less of an RPG to me at least. But then I'm a dyed in the wool D&D role-player from the 80s, I'm used to building a character to a specific concept that I run the entire campaign/game with, every decision building on the last. The design here is more accessible, not necessarily a bad thing - just not something I'm used to in an RPG.
The removal of the focus abilities while the focus recharges is a good idea. Silly that one has to do that, but there you go.
As far as strategy goes... I could respec all the NPCs multiple times to optimise them for their specific role in a specific battle against a specific enemy, but it does take time to get used to every class and every specialisation and every skill and every skill synergy to understand how it all plays. And again, that sounds like too much work, it costs gold to experiment and I'm mostly satisfied in concentrating my attentions on my own character's class and her skills. I can appreciate that one can spend more time learning and experimenting with all the NPCs if that's your bag.
I tested whether an NPC uses an ability if it's not in his hot bar. He doesn't. So, at least the NPCs abide by the same restrictions as the PC.
Is there an implicit strategy in providing a hard cap on the number of abilities one can access in a fight? Yes, there is, but where it slightly breaks down is when choices feel obligatory (Barrier for instance) or the cost of unused actives to get to specific skills dependent on your skill tree. It just feels a bit weird to me to have to purchase abilities that won't make it to the hot bar, to get to the other abilities that one does want. The "hidden" opportunity costs of deep abilities don't necessarily appear to be commensurate with the ability itself. Maybe it's just a system I've not seen before, and that's why I'm struggling to understand it.
I have respec'd myself about 5 times, and I can appreciate there is strategy in the selection process. For me now (level 19) it's now about counting actives vs passives. I want as many passives as I can get, that make sense for my build, and avoid picking actives that won't make it to the hot bar - although this is largely unavoidable. I have to have Barrier, that's not a choice. As a KE I have to have Spirit Blade. The focus uber power (sure you can swap it out between recharges) but that takes up another slot. So... 8 slots is very quickly 5 before any real strategic thinking is done.
32 slots is definitely enough, if you want to spread yourself to manage the entire party... which is actually a far higher number with all the NPCs present. However, I'd like to concentrate on my awesome Dalish Elf.
So, is 5 slots enough to provide meaningful customisation in one's build?