It was just harder because in the beginning your wizard could get 1-shot because he only had 1d4 hit points and 2 spells.
My main conclusion from playing through the IE games is that the major part of the excitement of combat is to cheer when your character scores a hit or is missed by an attack, and to gasp when he is hit or himself misses an attack.
Having a quick succession of such events play out between a big number of characters, 6 of which are "yours", is much more fun and exciting, and much more evocative of the emotional rollercoaster of watching fantasy/adventure combat, than the routine of "Pause... fidget through halo UI... select an ability... click on target... unpause..."
The former (IE-like) kind of combat gameplay is also much better suited to realtime with pause, than anything that a theorist can come up with by going down the road of "We'll give them these resources, and then these abilities which cost them points, and these lock-into-combat mechanics, and it will be much more tactical".
This is my explanation at least, about why the IE games can have such "fun" combat, without much complexity, or with fake complexity. The complexity is always real until you learn the rules of the game and always "fake" once you have learned them.
The constant need to pause combat in PoE/Deadfire is actually detrimental to that IE experience, the rollercoaster. It breaks the flow of emotion. It's like watching a horse race with pause, where we can stop time and analyse why Ocean Breeze is losing the lead.
If you want to read all of the above as "IE games were only fun because they were popamole" or "He finds the IE games fun because they were popamole", be my guest.
But think of this - in all these years, how many people have you seen who say "I liked Baldur's Gate and Icewind Dale, but if only combat was more complex, and tactical, and if they had addressed that horrible rest mechanic abuse"? And then how many people have you seen who say "I tried playing those games for a bit, but I kept getting killed, they are too complex for me." What if PoE's biggest folly was that it didn't replicate the IE games' gameplay
enough, and instead tried to be too "smart" for its own good, which under close inspection wasn't even that smart to begin with?