Here's the problem, sometimes on Insanity you don't want your companion to do biotic charge even if it could result in a detonation because it would leave them out in the open. The problem with the AI is that it doesn't move around to optimal locations and so either gets pinned down or rushes into the open, in either case resulting in death.Just watched the video. Sounds to me like the way the achieve this is through the "priming and detonating" mechanic. The way I think it'll work is that one of your abilities primes your target for a combo, which will cue one of your companions to detonate it if they're able. If that is indeed how it'll work, then I don't really get the difference or what people are complaining about. The only difference is that you're not doing in through a menu, which seems like a good thing to me.
Besides, in terms of "tactical-ness", you seem to have a lot more to worry about than in previous games too. There's increased "verticality", and you have your 4 loadouts. Seems like a good replacement for what the powerwheel eventually always turned into, which brings me to my next point.
I don't know about you guys, but by the middle of either ME2 or 3, I had a pretty fixed way as to how I dealt with pretty much every mob or encounter. Andromeda being a much longer game, presumably, with many more encounters, is probably why they chose to get rid of the powerwheel so as to promote encounters feeling more "off-the-cuff" instead of you just executing a very fixed script through menus.
It seems like you can still control positions through the D-Pad (according to GB) but that doesn't stop the AI from rushing out in a hail of bullets. The other concern is about power cooldowns management, in that if you want the AI to prime a target for the exact moment your cooldowns are over, seems to now be impossible.