Appreciate the thoughts. Let me clarify a bit so I'm not "hit-and-run"'ing with my comment.
The FF7 Rebirth demo originally had only a small bit of the Nibelheim flashback section, which is primarily cutscenes and a bit of wandering around the town, with only a small number of combat sections where it's basically just Cloud in 1-v-horde battles. For that section of the game as it is in the demo, I stand by my original impression that those were let's say less-than-strategic exercises in combat.
However.... (in best Stephen A Smith voice)
There has been a subsequent demo update released that allows you to roam around Junon with a full party and pick fights with random monster groups in more 'classical' FF type battles w/ 3 characters in your party at a time, and I now understand the points made above: I would agree that the full-party battles are not simply exercises in hitting 'square'.
In fact, they remind me a lot of the battles from FFXIII (which is my favorite battle system in recent memory). Essentially, the battles boil down to using non-damage-inflicting but stagger-bar-building attacks ("Ravager" paradigm in FFXIII parlance), then once you have the enemy staggered, switching to power-melee attacks ("Commando" paradigm) to pound the stuffing out of them until they get back up, and then you repeat. "Ground and pound", and it can be very satisfying.
My only issue is that this is basically the same system (strategically/philosophically) as FFXIII, except with the added layer of having to individually control each party member, vs. just telling everyone to "use stagger-building attacks" (e.g. put everyone into a "Ravager" paradigm), which is a bit more tedious IMO. This is especially true since the CPU-controlled party members will not build ATB if you don't specifically control them, so you basically have to switch to each party member, use ATB-building attacks, switch to the next party member and repeat, etc., then use your abilities to amplify those effects until you get them down and then empty the tank while they're on their back. It's not "bad", it just seems like an unnecessarily micro-managing way to accomplish what FFXIII did with a more streamlined input that macro-managed all party members simultaneously.
At any rate, it's a better system than FF16, which 100% is Devil May Cry, basically.
(emphasis mine above)
Yes, as I mentioned in my post that kicked off this discussion on the previous page, I think FFXIII pretty much nailed the stagger-beat-repeat style of combat, and I enjoyed that system by far the most of the recent Final Fantasies. I wish they'd go back to that - it could be very engaging and actually opened up a lot of variety later on if you went back and completed all the monster-hunts on Gran Pulse, which I guess most people didn't. But controlling the whole party seemed a lot more engaging than having to switch to each party member just to get them to do what you want them to do (which, most of the time, is just build ATB/stagger).