I think I get where you are coming from, and I agree that it would be cool if Bioware could expand their squad-mate functionalities a bit more. However, I don't think adding actual tactics and control of squadmates is the best way to do it.
In the Mass Effect series, but more so in 2 and 3, your squad-mates are basically mobile power stations that you use at will. Spam Warp, detonate the tech burst, etc. And then you had moments like in ME3 where you had to assign a squad-mate to hack a tower, and it makes no difference which squad-mate you have (James Vega hacking a tower wouldn't be my first choice, but he makes do, somehow
). While this is fine, I wish that they might go a step further in making squad-mate selection and their own individual talents a more important factor.
This is something they had managed to do somewhat in ME1 and in their older games like KOTOR. Some squad-mates were specialists in a particular field, like how tech points were able to decide what you could hack. Or how like in KOTOR, some squad-mates were specialists in demolitions, meaning they had a boost to explosives and could handle mines.
I know the Dragon Age series has these sort of talents, and I think it would add to the game's fun if Mass Effect: Andromeda's squad-mates had their own special talents. Imagine finding a piece of ancient tech, but only your tech squad-mate would notice it and gain you access to a weapons cache. Or if you have a biotic squad-mate, he or she might be able to move a boulder or door that's might show you a section with new information and rooms to explore.
I know they did something similar to this in Mass Effect 3: Omega, where an Engineer would automatically use his expertise to solve a crisis. I really hope they take that to the next level in Mass Effect Andromeda. I remember it in older Bioware games and it worked marvelously, adding tons of replay value and giving extra weight to your squad-mate decisions beyond ''Who do I want to hear talking more?''