I remember in pre CMBO days, the concept of calculating turn results, then displaying them, was intended to conserve CPU cycles. Made a lot of sense then. It seems to me that the decision to abandon that must have been motivated by the desire to move to continuous (real time) tactics. I don't think that the WePauseWheneverThenWeGO is fundamentally flawed, but obviously it must increase CPU load. I'm sure the code is currently written to give priority to the TacAI 1st, graphics second, but executing in real time does kind of tie your hands.. only so many CPU cycles to work with. That, combined with the incredible increase in complexity due to terrain upgrades and 1:1 representation, must make for some challenging coding. I suspect its also a motivated behind the focus on smaller battles.
In any case, Itael's speculation was presented in a polite manner, I don't see any need for flippant replies.