Your char in DAMP is ironically a "pawn", like in the single player, but this time without pause, tactic-camera and without controlling other chars. With skills like evade or the roll for some warriors, or skills that increase your movement speed... one can mitigate that, but the gameplay is still based on spamming your skills as soon as you see the cooldown is over. That positioning many of you love to mention to defend this game is mainly common sense, and any noob can learn it after a few days or less doing a few runs on each map vs all factions. Same about mechanics, skill multipliers... All these conditions forced the devs to make it a farming-based game to increase its longevity (and definitely the budget was not enough to make more maps).
DA:I wasn't designed with tactical camera/pause-and-play in mind. It's definitely a tacked on, garbage feature they implemented so it would look familiar to older DAs.
DAI's combat was designed to be played in real-time. IMO it's a RTS. As a matter of fact, its gameplay is very similar to a few competitive RTS games. Mobility/soloing isn't really the focus (you really can't compare it to blade and soul). The focus is mostly meta, with, however, a strong focus on valuing RPG elements. The combat system truly shines when you have four players, playing builds that synergize together, that take over heartbreaker or whatever difficulty without having to rely on any kind of RPG elements (no stats/gear). Also, optimal "positioning" in those situations is super important, as to evade AoE collision spheres and such things. Otherwise it's mostly irrelevant.
DAISP never gives you the tools to truly experiment with the combat. That's why many people think it's complete garbage. The AI isn't good enough, and micro-managing an RTS is just plain stupid. In that sense, DA:I was a failure, because it wasn't marketed correctly. When you think of the game as an action RPG, then the combat is complete trash. When you think of it as a strategy-based game focusing on pause-and-play, it's still complete trash. The combat only works when played as RTS in a multiplayer environment.
Playing as a "pawn" and spamming your abilities is actually a super common system for RTS-kind of games, but it's definitely subpar when you think of DAI as an action RPG that should give you timing-based tools to win over the enemies. Sometimes you try to escape from enemies but your mobility is so bad that you can never outrun them. Sometimes you can see the hit coming from a mile but you have no way to evade those hits. Some classes can only deal melee damage and are forced to get close and take the hit (E.G. radioactive horrors that have a constant spirit AoE). I think more basic tools to deal with those situations would make the combat more manageable as an action RPG..
(even small stuff such as poise system/permanent stagger on hit for melee classes, a general reposition ability, tighter/faster/more predictable basic attack animations, strafing with directional modifiers + instant turn in-place / predictable movement, and maybe one or two tools to deal with evading hits/trapping enemies when playing alone could make it "better" in the sense that if you're about to die, or you're surrounded the enemies, then you can't blame the system for overvaluing RPG elements because at least you have tools to manage those situations)
*edit: I'm using the RTS term but mostly mean action RTS / moba