I don’t think so. If we’re comparing to BG3 it has a more complex character creation and delay an action and delay a turn. Other than that combat is pretty much the same. I fully expect that BG3 will add some of these things.
Realistically it’s probably less complex than Xcom. So , no I don’t think it’s too complex.
Why do you assume it has no story or characters to care about.
(yes, please use the normal single quote in your text, your posts are barely readable)
There's no point in comparing BG3 and Solasta for the mechanics, they just don't aim at the same experience, and to me they are and they feel completely different. But I won't repeat what I've already written in details earlier.
For the story-telling, I'd say indeed Solasta is more the storyteller than BG3, at the exception of the characters.
Solasta has many cut scenes and dialogs on the main story, and on the lore (*). In comparison, there never has been much of a storytelling by Larian, they're more the action & fun kind, the story is the quest and the little bits we learn along the way, but that's it and it's enough for most people who can't be bothered to read more than one sentence at a time. Perhaps they'll focus more on storytelling later on, but I doubt it will change much from what I saw in the D:OS series.
On the other hand, Larian does more about the inter-character relationship, even introducing those "romance" threads that are a bit overdone and too much marketing-driven to my taste, but that's optional anyway so I don't care. What I like is discovering the personality of those characters, and it's easy to get attached to them.
Tactical Adventures has taken this strange decision not to have a main character, which implies there is no guarantee the player will use pre-made companions. As a consequence, the characters of the party have no past history to share - though they could, by selecting a more refined background, but if the players create their own characters, maybe they have a story in mind, which won't correspond to the pre-made one. It's awkward either way. That's the only little gripe I have with them, but I'm not worried, and they may still surprise us.
So it's just two different approaches, both for the storytelling and the mechanics. I think both are nice, and it would be great to have everything at the same time, but that's rarely the case.
(*) Of course the cut scenes and dialogs are not happening right at the beginning of the Solasta game, which is more of an intro to the mechanics, so many people may have concluded prematurely it was only about combat. I suppose T.A. put the focus on mechanics and a squeletton of quest, so that we could test what needs testing first. I'm sure they'll expand the story even further, later on. The story is also quite simple for now, but it hints at a larger story than a bunch of people who need to heal themselves.