Automation is a separate issue. No reason not to make pre-buff scripts available.
But then what's even the point of having prebuffing in the game?
Action economy.
The lack of pre-buffing is emblematic of a larger problem that got worse in Deadfire, which is that there’s no meaningful attrition so each fight is entirely separate from the last. A fun combat oriented CRPG should have three layers: strategy (character building, gear), resource management (health, spells, consumables) and tactics (what you do in any given fight). Deadfire bends over backwards to remove resource management. Your health regenerates between fights, your only real per rest resource is empowerment, and like most CRPGs it’s no good at making you use combat oriented consumables.
That means each encounter is an island. You never need to think longer term when you’re fighting. For me that removes a big chunk of the fun. Same problem as IWD2 with its infinite rest spamming, but IWD2 at least had much better encounter design.
In his zeal to remove rest spamming, Sawyer built a system where you pretty much autorest after every fight. But the problem with rest spamming isn’t that it’s tedious, it’s that it trivializes resource management. He took out the tedium and kept the problem.
Kingmaker does it right—you penalize rest spamming with timers. Both POE and Deadfire would’ve been great candidates for time limits: you wait too long and you’ll go insane of have your soul ripped out.