Yes I read that Dev Diary and thought "its not about the systems, its about the ships," just me I guess.
The word tactical just reminded me of how much was lost when Real Time games took over from turn based ones. Real time combat is just a blob of ships shooting at another blob.
That change in game engines is not Paradox's fault - the industry just changed. Now I can't even pick the FTL type and am left with the simple ship design in Stellaris - again I blame real time combat engines for forcing this simplification.
I think you are wrong to blame real time engines for "simplication", it's about balanced and interesting gameplay.
Take combat for example. On one hand, you got Stellaris where you just tell who to attack and fleet takes care of it. On the other hand, you have Homeworld, where you manage individual ships, their positions on 3D plane, fuel consumption for fighters, etc. etc.
It's the matter of scale. Could each battle in Stellaris theoretically be modeled as detailed as Homeworld? Yes, but you end up with player having to pay focus to too many things, never mind lord help you if you have several battles going on at the same time.
Real time is not "cause for simplication", it's the scale and balancing.