I am a bit afraid that people have some kind of disagreement about the term 'deep tactic'. You mentioned vCoH2 as it surely had more tactics involved than the current meta. But with 'deep tactics' I think about stuff like Iron Hearts 4 which is probably a really cool game but I simply am too stupid to play it because there are so many possibilities that you have to learn the game for 10-20 hours in order to play it.
This would scare of a lot of people probably, including me.
The start-off point doesn't have to be straight on "deep tactic" since it's quite depends on players, like you said, but as long as it doesn't fall into the "power creep" mistake that Relic made with WFA and Brits, things would be fine, I think.
The term "deep tactic" would be a little bit out of the bracket here, but imagine combat elements being slower pace .Not extremely slow, but if you take the CoH2 right now as a standard, it's way, way too fast! The idea of high-damage profile units just made the game into a more combat, straight-to-the-point focus like an arcade kind of things, hardly giving any time for strategy-thinking. It's more about micro your units in the fight, rather than trying to execute a master plan or trying to do some combat tactics like fake retreat, scorch earth (Literally burnt that part of the map so the enemy can't use... you can't do that effectively in CoH2 now since it's all about frontline combat, the planning for those combat got shallow cause it's just about get on that point, not about securing an important location like churches, or high ground, etc). The combat output like units' DPS or units' powers shouldn't be brought up to like god-like shredding-stuff-in-less-than-5-second kind of things, but the game rather allows players to have time to react to something as shallow as retreat out of frontline combat (Not everyone has a good reflex, especially older one), but would be punished if the enemy managed to execute a wide, throughout encirclement through lots of planning that you didn't manage to set up a back-up plan. Like, basically, just highlight the thinking more, less focus on reflexes and lame just-throw-thing-at-that-point kind of gameplay.
Let's be real - Most of us here just want some kind of CoH3 with the cover mechanics, good balance, good engine and the 'original CoH2 mechanics' including cover, true sight, blizzards (just kidding), suppression, buildings and so on.
I also am open for new stuff which Iron Harvest will deliver without a doubt. But to be honest, give me a cover mechanic and 'multiple soldier squads' and I am pretty much content.
Of course! That's all what we hope for here, right? I'm just asking for a little bit more than what we had in CoH2 now