This is something you could do in FFXII.... yet he still complains about it.
FFXII had the BEST combat system in all of the FF series including things like positional awareness but everyone hates it.
I think he was going for hyperbole, because I think in the FF10/10-2 review he did say that he liked FF12? I can't remember.
I have to wonder if he was going against the wait times between attacks due to the ATB bars filling up as opposed to the positioning given in the next breath he talks about the Death Ray and how Lightning's so stupid that she runs headfirst into it.
Don't people hate it because of the Gambit system? "It plays itself", yadda yadda.
And yet some of those same people elect to use the auto-battle command. I would have loved a gambit system in FF13 for the sake of my characters prioritizing stuff that I think they should prioritize rather than the stuff they think they should prioritize (ex: Use a Cure rather than an Esuna at certain circumstances, Defenders should aggro away from other party members in the case of an AoE attack, Use offensive buffs first as opposed to defensive buffs, use a defensive buff when ally < 30% HP, prioritize AoE defensive buffs over single defense buffs, prioritize imperil, when HP < 20%, get the fuck away from your enemy and attack from afar, etc.). I like micromanaging a lot, and the macro stuff ended up making me pay attention to attack animations and timing for said attack animations (ex: cast speeds, how quick a monster's going to animate before I should execute an attack, encouraging synergy with two faster people + one slow-casting saboteur, etc.) since there's nothing else to pay attention to, which ends up making the game easier than it should be... I guess... *shrug*
Something like a Tales strategy board or a gambit system would've worked really nicely. But considering they were going for an Advent Children-esque cinematic feel with easy-to-access play for people who want to see pretty shit, I guess they didn't want to make it complicated?
Shame. Because it would have been more engaging if it did have positional awareness.
I much prefer the "outdated" (not really) turn-based systems to the gigantic strategyless clusterfuck battle systems that are trending nowadays (FF12/13/Tales/Xenoblade/etc.)
You'd be surprised to how much depth in terms of strategy there could be in those systems if you look for them and start paying attention to such things as animation speeds, timing, party synergy for combos (with regards to Tales), and cancelling attacks.