That's one of the things I love about Gambits. They show to the player that most of the turn-based RPGs have almost 0 control in battles. In fact, imo, there is much more control in creating a AI system AND manually issuing commans from time to time to micromanage your strategy, than like in other turn-based RPGs without gambits, where all you MUST do (you have no other choice, or else it's game over or makes the battles harder or more boring) is to use your strongest attacks and heal when needed.
Gambits do not remove control, they remove that
fake sense of control found in most of the menu-based RPGs. It reminds me of FFX's world map system. Everyone bashed it for being linear, but it did not removed the exploration that the world maps had, it just removed their fake sense of exploration. (Only very few world maps were actually explorable, like FFVI's world of ruin. And only few turn-based systems needed TRUE control and strategy to win the battles, without the need to force the player doing the same three-four commands over and over 90% of the time, or else, the player would be wasting turns)
EDIT:
Creating a gambit system (it's fun to do so, btw), and then make a pizza while your characters fight >>>>>>>>>>>>> Issuing the same three-four commands over and over and over and over and over and over and over and make no pizza. You only end up losing without Gambits.
P.S: Manually controlling the lead character while the others are controlled by the gambits you have created is also fun.