Pointing out specific instances that require a bit of user input/changing or turning off gambits is fighting a losing battle I fear.
You make your point but that really doesn't say anything for the vast majority of the game.
Yeah, but is something more complicated, like Vagrant Story or any SRPG out there really going to improve it? I see people getting tired of that too, I was in fact getting tired of changing weapons so much in Vagrant Story, that I quite often just ended up using longer chain attacks or I started avoiding certain enemies completely, because I knew I couldn't do much damage with my current equipment and didn't bother to change it yet again. It's really hard to find a good balance between everything, in-battle tactics, equipment and stat tweaking and so on. Out of every JRPG I played I found the Grandia series to have on of the most entertaining battle systems. Even Shadow Hearts, which was, at it's core, just another turn based RPG, managed to keep the fights interesting just because of the Ring of Fate or whatever it was called, a rather small change/addition. Something kept you on your toes in those games, even in normal battles.
I had a discussion with someone about FFX and especially if its battle system really had more tactical depth to it than other FFs, or just in general. My point was that it
did have a certain deepness, but that there was no real need to take much advantage of it besides the bar that showed you who was going to attack next. (Which I found really cool, btw.) Of course there's the usual stuff too, like elementals that were particularly weak against spells of the opposite element, flying enemies that dodge a lot, heavy hitters with a high defense and all. My point in detail was, that, at least I myself, didn't care for this after a certain point and that it became tedious and boring to use the same tactics every time up to a point were I didn't really think about it at all and sometimes didn't even care and just hit the enemies a bit more with some regular attacks, because I was tired of changing party members to use a spell, or have Tidus kill one of those small lizards and so on. He brought the boss fights up, like some of you do now regarding FFXII, saying that they required you to think more about your approach of fighting them and so on. He also took the hardest (hidden) boss in the game as the best example for that, but that's not the point actually. (He also said that it required more tactics to kill everything with an overdrive, but as there's no real point in that because I don't see a real reason to make that your goal besides being really obsessed with the game... )
Anyway, to get to the gist of it all. Now, prior to having played FFXII myself I was quite optimistic about the Gambit System because it enables the player to automate tedious and repetitive tasks that sometimes take the fun out of turn based battle systems and can make them quite dull in the long run. Yadda Yadda.
Now, after reading all of your posts, it turns out there's a high potential to fall back into the same old pattern of just going with the most basic attacks. Quite ironic.
I'm still looking forward to the game, as I'm a fan of the series, but you got me really curious about how it will turn out for me in the long run.