Thank you, I enjoyed the video! It is always so instructive to see people play something for the first time.
My only serious pain point was that I failed to make clear you can move the telescope even when zoomed in - this lets you frame those big battles so you see both halves, rather than jumping in & out. (The musket range is actually adjusted to ensure you can see both sides :>)
I very much enjoyed your reaction to regiment 7's decision to charge the foe. That is very much the thesis of this entire game.
You are correct it is entirely turn based at heart. Their is a turn-by-turn order and square-by-square movement. But I'd actually disagree strongly that turn based has anything to do with being a roguelike. It is more like how perma-death appears a roguelike feature; not because it is a feature, but because a more essential requirement almost forces that decision.
"Permanent Consequences", or "No Save and Continue" are the cause of Permadeath and Random environment. If you let people screw up permanently, you have to put then out of the misery and restart. And if you keep restarting, you need the start to be interesting,
Tactical game play is what induces the Turn-based, Grid-based, and Non-modal characteristics. It is very hard to focus on tactics with free movement or real time. War of 1812 aggressively removes all tactics from the equation as your level of control is too coarse, leaving it with only strategy. (And how much strategy there is can be debated. My interpretation of Tolstoy's argument in War & Peace is that there is no actual strategy in the Napoleonic wars)
Totally agree about the UI complaints. So much of my 7DRL time is spent on polishing UX, and there is always so many more things I could have done!