The Dev team will most likely configure a system that allows for customization of the tactical experience. Logically this would stem from the auto-action system, where characters would take actions like automated cover when A) in combat and B) near cover. This system could be overridden either by on-screen or via a series of Toggles in the Combat Options Menu (just like the options for pausing the timescale in the original XCOM games).
The difference between a Tactical Game and a RPG is that in the Tactical variants you are forced into combat, whereas in RPGs you can *choose* to go into combat. Some think that because they have the choice this makes RPGs into Tactical games, but that is not the choice. Choice is the key, and the Devs know that.
It is easy to program all the basic actions into the AI and then if the player is unhappy with the results of the Automated Actions, they can override. They would also not be able to complain about the extra time, and more accurately, they would feel it is justified since they are the ones that initiated the change.
Also the comment about RP during combat is accurate - having the ability to choose to use called shots can drastically improve the RP ability. Hitting their weapons to make them flee or knocking them out adds a lot of depth to combat. Each character can be preset to make called shots automatically, aiming for a particular area, so it would not slow combat down.
So you should all expect the type of game you want. This will not be pure Wasteland 1, and it will probably be a carefully considered mix of many styles across all genres, but translated to work with this game on this engine. There are very few pure game anymore. They are all Type X with elements of Y, and Z. Wasteland 2 will be the same as it gives the best experience.
You can mix types of games as long as you are balanced and have well defined goals. Sid apparently cannot manage that, so he keeps it simple. Imagine Skyrim following his logic. It would be some kind of MMO.
EDIT - Nearly forgot about the reaction fire
Reaction fire should be included, providing the units are in a guard stance. This could be another automatic movement type (or lack thereof), so that if the unit did not move too far (possibly at all) in the previous turn, then they would automatically be considered "At Guard" and ready to react. An enemy that steps out from around cover (or pops-up from behind it) would be subject to fire first, then the enemy could attack.