The power of the Vigors gives you an interesting range of relevant options. They're all balanced well enough to give you a respectable amount of options in combat.
The actual design of the battle areas themselves is head and shoulders above other shooters (shoutout to Shawn Elliot). Most of the areas where combat takes place, especially once the Skyhooks are introduced, are great to maneuver around and offer you plenty of tactical options, which I guess you could call "go run and hide".
The Skyhooks themselves add in a huge layer of intricacy and decision-making, and how well you maneuver onto and off of them fluidly in combat is directly related to your skill in learning the controls and the game's flow of combat, by the end it feels great and the final battle really felt to me like the culmination of my skills. I could use the weapons I wanted, the Vigors I wanted, and Skyhook as I saw fit. It was a playground of destruction and I had a blast.
After so many boring corridor shooters I welcomed the open environments and combat playgrounds the game offered to me. It reminded me very much of Bulletstorm in the best ways possible.
That game rewarded you for learning the "skillshot" system and by the end of the game you were chaining sick combos together involving kicks, different weapons, and the leash. Similarly, by the end of Bioshock Infinite you were combining your 2 favorite weapons, your favorite combinations of Vigors, and the Skyhook to create beautiful symphonies of destruction.