Now, willard, as for whether I like this game or not, I do. I'm sitting and thinking about how I look forward to playing it again this evening. I want to get to chapter 11, where the missions/side quests finally open up. I want to see how that aspect of the game is treated as well as continue to develop my characters.
This is absolutely a very good game, but I think that what it does will alienate traditional JRPG gamers. Let's be honest: JRPGs attract obsessive-compulsive micromanagers. People who want to collect every last thing available, take on every beast in the game, level up every number to its peak, etc. Changing the battle structure such that you're taking away some control from the player is going to positively *infuriate* some players. Your team AI is solid; if you've fully uncovered the attributes of an enemy (either by using Libra or over consecutive battles against that type), your AI will exploit their weaknesses and avoid what they can defend against. An enemy weak against fire spells will see fire cast on it. Good for them.
The problem I experienced was in this boss fight. It wasn't the 85%+ HP-draining attack, it wasn't the AOE attack "Seraph's Cry" that gave them haste, brave, protect and shell (I think), debuffed all my characters, and drained around 400-800 per character. When I saw Seraph's Cry was being cast, I immediately switched to my optimate lineup #4 above (2 healers 1 defender). There's no avoiding the AOE attack, so I knew I would need to heal. Well, I have two healers and three people who need cure spells. Now, I'm in control of one of the healers, so that's fine. I can control who I cast heal on. I don't overlap with the AI healer, even if I don't wait for them to cast first.
But when I healed myself (player controlled character) last because I felt the other two needed heal more (as did the AI healer, apparently

) - then the boss immediately took me into the aforementioned big-ol combo that ended the entire battle when two characters had full HP and I did not.
Now, you can say "well, if the battle ends immediately when person X dies, then don't delay in keeping their HP up, knucklehead." And I can't argue with that logic.
But I also return to the idea of control in RPGs - this game takes a bit away from that, and I have a feeling it's going to set people on fire.
And returning to what I said last night, it's still a good game - hell, a great game. But great's not good enough for a Final Fantasy title, right? In the world we live in, numbers represent how we feel about a game - and I don't think FFXIII warrants anything more than an 8.5 out of 10, and I think that it's probably closer to an 8 or even 7.5 at this point. Saying that about a Final Fantasy game is borderline blasphemous. I recognize it for its faults, even as I appreciate the risks it takes. Games don't get "honorable mention" credit for taking chances that don't pay off completely. It's like people feel about Killzone's "weight" in carrying weapons and firing; some love what it does to the genre, and other people feel that it makes the game wholly unplayable. FFXIII's speed and AI systems will do the same thing for RPGs.
The linearity won't be an issue, I feel. But holy jesus it is linear.