Although I did not play 6.1.3 so far, I got the point of currently targeted (CT) from several existing post. I would say that the problem arises from the fact that CT was introduced by GFX as workaround for the current system. He even wrote that.
Think about it, a completely new player that never played 4.x,5.x and 6.0 will never realize the loss and will have to deal with tags only. Surely a project is an evolution, not a revolution but we can see CT as nice
temporary fix that was not meant to be there.
Moreover every player has to deal with the problem, not that some have CT and some not. So I may understand the frustration that the bot does not follow what I would like he would do, but at the end I have to outsmart my opponent, not outsmart the game itself.
In this perspective, I have no problem to see CT gone. It will be hard but that's it, we are testers.
Instead if one wants to add more depth to the game, then CT would be interesting to keep. But then I would like instead to expand the idea of CT and start to let action set tags.
At the end with CT would have been possible to do "retreat from closest enemy" (aka: retreat from bot X), attack currently targeted (aka, attack the same bot of before, X).
So would be an "explosion" to let action set tags: "retreat from closest enemy and set tag X", then "attack tag X". So tags would behave exactly as CT, whatever amount of ticks would they need. So one could bring back the unequal ticks for the sg (4) against slower bots (as, sn, mg with 2, now with 4).
So, before opening a new request, I would amend the request of MGblitz, when GFX has time
(it is not only Christmas, he has a life too. Life balance is very important), to let action set tags, change back to the previous tick rate (that was more interesting to handle, so only sg with 4 ticks, other classes with 2) and then let's see. I would say that if an action could leave a tag, CT would be forgot very quickly and
the idea of GFX of only using tags will hold.