Well here's my rebuttal.
Awakening ceased to be a tactical game in my eyes when I picked up on a few things:
there are certain combinations of skills that will be unbeatable, andcompletely Random (IE Lunatic+- Prologue Vantage+ Luna+ mage) in which case you can not win, and therefore must hit the slot machine again for better RNG.
The point is not to move as a unit and heal the critically wounded after every turn like the rest of the series as much as being more about search and destroy before you kill the boss, ESPECIALLY IN LATER CHAPTERS! In Fact, later in the game you don't really need healers anymore except for warping because most people have Sol, LifeTaker, etc. and healers are rendered obsolete!
There is a class that is Clearly outright SUPERIOR to others. Sorc has: access to magic (OP in this game) access to DARK magic (Aversa's night, the tome that's a brave spell... I forgot it.) Access to the only long distance attack in the game (Mire). and has unreal defensive stats. Literaly making them outright SUPERIOR to every other Mage mage class in the game, and outclassing some tank units.
Low HP units can literally blip out of exisence by having the Pairup partner switch with them.
Sorry... I just got off there.