Do you think that the complexity of the ruleset can affect the effectiveness or fun of the tactical decision-making, or maybe non-numeric aspects such as party positioning do it in a much more significant manner? i.e.: the simple rules-wise combat of Banner Saga vs the crunchy Dark Eye ruleset behind Blackguards?
Hmm, I get the feeling this is a topic more than I can handle, but I can try.
I was just saying I enjoy player skill. I enjoy to feel like I won a fight by investing myself in it. So the fact CRPG makers added some reflexive and/or tactical and/or other things (maybe puzzle challenges?) is welcome. If they hadn't, how would I enjoy it?
Take MYST. It has no combat. You just explore, click things within reason and watch quicktime movies. It has lots of puzzles and some story. I'm the one which solves it. There're no stats on my character which solve the game for me. There's no "puzzles" skill or "cunning" stat. I enjoy the game because of MY decisions and explorations in it.
I liked what you said too which is why I replied--so it'd get quoted too. One of the advantages of pen&paper is the game master is human and much looser than a computer. They can allow a player to make creative decisions. That's satisfying.
So what I'm saying--I think--is CRPGs are fun BECAUSE of player skill. Without it it's just a movie. And given what I know of CRPGs, most of them without any player skill would be poorly made movies--far too much filler inbetween scenes.
Insofar as the OP is concerned, I think he likes player skill too, but doesn't like combat, or how it's implemented. His observation that turn-based gameplay is tactical player-skill tells me he understands it's not much different than other player skill implementations. This is what led him to believe auto-resolve is a way to solve the player-skill problem--by removing it.
I also believe some players like combat and others don't. It's like the difference between Icewind Dale and Baldur's Gate. Icewind Dale is more combat-oriented. Baldur's Gate is more roleplaying-oriented, with more characters, stories and interaction.
It's like the difference between someone who likes war games and someone who doesn't. War games are very combat-focused. Story is not important in them. They're played on boards. Tactics are center-stage. Games can last days. The longer it lasts, the more strategic it becomes, I think. Strategy is longer term than tactics. Otherwise, they're very similar.
EDIT: I realize none of them answers your question about ruleset complexity and whether it translate to tactics, but...