So before I start, I think this conversation might have gotten lost on definitions, so I'll try to be as clear as possible here:
When I say "strategy" and "tactics" I'm referring to the common dictionary definitions that people use everyday,
not the levels of war you'd find in military theory. So in this sense that'd mean "strategy" is essentially the plan you have to accomplish a goal, while "tactics" refers to the implementation of that plan. I'll try to address your points from both dictionary definitions and military theory usage since they'll tend to give different meaning depending on what you're using, and I can't really tell which one you're arguing from.
I understand your problem with the game. You lose tactical and Operational strategy. I would agree that the strategic decisions should go beyond Attack or Defend. You should be able to say what is needed to be generally be defended or attacked outside of wargoals. What would give you victory in all but name is a strategic decision I would like to see the AI work towards.
I agree that people play strategy games to look at a situation and solve it with the tools you have on hand. Tactical tools dont have to be the be all to end all though. To kind of put this to bed, the dev team taking a step back and saying keeping you society and economy afloat while supporting your war are going to be the decisions here. Winning wars isn't just about maneuver. Maybe it is worth making a game where "If I fight a limited, medium, total war, do I have an economy flexible enough to survive those scenarios? How many changes would I have to make? how will this effect the pops?", "Do I need to pull more men from the factories to fight?", "Do I have the Navy to protect my supply or raid the enemies supply?", "Do I put the production methods towards fighting an offensive or defensive war, do I have the economy to support this?".
The problem here is that a large portion of the player's potential strategizing was cut and not really replaced with anything that couldn't have also been implemented alongside increased player control. Tactical tools (dictionary definition) are absolutely important here though. The lack of tools players have is directly what leads to that missing strategy. If I only have 1 or 2 methods to handle a problem, it's going to be fairly difficult planning anything particularly groundbreaking or interesting from that. We can probably argue on whether those tools were actually useful or not, but I think that is probably just going to loop back around to "console commands and exploits". If you mean "tactical tools" from the military theory usage, then that's just simply not what I'm arguing for (nor are most people who dislike the proposed system). I don't think anybody wants Total War style battle in Victoria 3.
To kind of put this to bed, the dev team taking a step back and saying keeping you society and economy afloat while supporting your war are going to be the decisions here. Winning wars isn't just about maneuver. Maybe it is worth making a game where "If I fight a limited, medium, total war, do I have an economy flexible enough to survive those scenarios? How many changes would I have to make? how will this effect the pops?", "Do I need to pull more men from the factories to fight?", "Do I have the Navy to protect my supply or raid the enemies supply?", "Do I put the production methods towards fighting an offensive or defensive war, do I have the economy to support this?".
None of this is even mutually excusive with player control in war (note: not implying micro per se, simply the ability to control the general direction or objectives of the armed forces), and a lot of it was still somewhat present in Vic2. You need a steady source of war materiel to keep your divisions' org up and to reinforce, you need to know how enemy navies might blockade you (or vice versa) to drive up war exhaustion (which in turn increases the price of goods) and consequently how long it might take, figuring out which provinces you need to hold (especially ones with key input goods like rubber or iron), etc. These are all things that have seemingly been improved upon in Vic3 so again I don't really see the point in deciding to remove a rather large feature which gave the player more options to deal with those issues.
The dev team has decided that one of the design pillars of war is "war is costly". How do you do that? How do you make it so, going to war is a tough economic decision? You remove the players ability to fight cheap wars. If you as a developer are determined to make wars costly, allowing cheap "fair game" tactics would undermine this.
Regarding the first point, war was often costly in Vic2. The increase in good consumption can put strains on your iron or other industries, mobilizing—aside from the effect it has on employment—can stunt your growth if you make too many mistakes or fight too stubbornly and depending on how far you take it can be catastrophic, etc. Simply improving on the interactions between the economy and military (logistics, equipment production, styles of occupation) can go a long way, and even improving on the economy itself can make war more costly.
Regarding your second point about "fair game" tactics, I think you misunderstood what I wrote. In my post, I'm arguing that players are the ones who set the rules for how they can and can't play. A game exploit is, by definition, not something the developers intended. Of course using exploits would undermine a developer's vision, but that doesn't make every "exploit-proof" design choice a necessarily good one. I think we can all agree that a coinflip would be quite exploit-proof but not a particularly good way of deciding whether your army runs out of supplies or not. And again, if you're so concerned with player having the potential to abuse the game's systems, then you better hope that the deeper and 100% manual economy somehow can't be utilized by the player which gives them an overwhelming advantage against the AI. Similarly, we better hope that they remove the console from the game as well because I can only imagine how typing "debug yesmen" into the console is going to interfere with the devs' vision.
So this is the who crux of the argument between those who want tactical control and those who are ok with not in the game and even happy to see it go. It does not take a tactical genius to out smart the AI in this game. So everyone is avoiding the cost of war and its impact on the economics of the game if you have tactical control. I cannot accept the premise that players are to some degree defeating the AI without them making the same repeated bad decisions.
If by "tactical control" you mean "implementing the strategies one has created" then that would be an absolutely horrible thing to get rid of. That's essentially taking away half the game. I should be able to determine how I want to reach certain goals. Choosing a cheaper production method to keep up with goods production, assigning fleets to blockade or patrol specific regions, and even instructing my armies on which objectives they should prioritize are all important ways I should be able to impact the game and steer my nation towards specific goals. Are you saying everything should be left to the AI?
If by "tactical control" you mean the military theory definition, then once again that's absolutely not what I nor most people are arguing for. I don't know how many times I can keep repeating that and stay sane. Apparently I have to add 3 trillion notes and clarifications every time I say "player control" so that people don't somehow assume I'm talking about Vic2-style unit micro.
And on top of that, it doesn't take a genius to kill the AI's economies or gain a monopoly either. Now, with national markets that might change but the point is that the AI is almost always going to be inferior to the player when it comes to managing their economies as well. It's on the player to choose an appropriate level of challenge based on either game difficulty or challenge runs. You can't expect the AI to excel at everything, because eventually the player
will find the optimal way to do things and once they do they're going to win most engagements. And it's not even due to the AI making "bad decisions" as you put it. They might actually be quite good decisions based on the circumstances, but the player either has much more foresight (i.e. will know which provinces will produce oil or rubber and starts sniping colonies early) or has simply made a better decision. And again, there is a difference between the AI playing poorly, and
being exploited.
The whole point of this game is laid out in Dev Diary #0. Nothing you state adds to those central pillars of the game. Too put it frankly, you want this game to be something it is not. How does what you want add to those points? You can tell me all you like that you are not exploiting AI, but the second you dont have the ability to do it, it is total repudiation of the mechanic that removes it.
This is just petty shit-flinging and a strawman. My entire argument here has been that removing the ability to exploit the AI with a new mechanic does not necessarily make the new mechanic good. It's a direct counter to the argument "mechanic X is good because it no longer allows the AI to be exploited." And the reason why the counter argument works, is because:
1) game exploits are, by definition, not the intended way to play
2) game exploits are optional and up to the discretion of the player
3) game exploits are not necessary to succeed or do well (by extension of the fact that they are unintended)
4) the argument does not actually address whether the game as intended is good, only an extreme version of it
I'm genuinely not sure why you're trying to die on this hill, but if you genuinely think that the potential for AI to be exploited is mutually exclusive with a mechanic being good or fun, then you probably just shouldn't play singleplayer games. There's so much abuse potential to be found in a huge number of games, that trying to use that as your measurement for determining whether something is good or bad will just remove an insane amount of games. For all the other stuff you said, you can just refer to the rest of the post above.