I am new to the board, I have owned the game since the slip cover first came out and own all the books published though I have just started playing a month ago. One of the reasons that I enjoy this game is the abstraction of combat. It evens out my players so that the characters are more or less tactical based on their composition. In most games that I play (meaning both as a player and DM/GM/LM) the combat is driven much more on how skilled the player is then the character. In many cases I like that, having played Roleplaying games since 1980 and having a wide range of experience with very different systems, but TOR's abstraction is very refreshing so I won't modify it personally. The narrative examples given are all great and fit with how I want the game to feel.
That being said I don't feel those are really suggestions to make the combat more tactical, they actually seem more like they are telling someone else that what they are looking for is wrong. If you are like me you prefer the rules as they are written, for any number of reasons, that is great, but let's help where we can.
My first suggestion to make combat more tactical is to use miniatures, with our without a grid as long as you have a measurement for distance, 1" = 5' (yes I am an American
) Along with that you would have to calculate how far people can move in a round, means you would adjust the length of time for a round that fits to your expectation of more "tactical". ROS was always too short for my personal liking, but everyone has their own tastes.
Second list advantages and disadvantages of situations,there are many that fit this, you could grab them and use them almost strait as the are listed in 3.5/Pathfinder, +2 for flank for example translates well into this system. For certain "tactical" advantages and disadvantages you could have them roll the feat die twice, keeping the better if it is an advantage or lower if it is a disadvantage. I feel like being prone would be a start.
Third add a rule for how "tactical" bonuses add up, you can either apply them as positive or negative numbers to the roll result or I think it would be better to augment bonus dice. Positive numbers would be added up to 3, after 3 you would add an additional die to the bonus pool. So if the sum of "tactical" modifiers equals 4 they would add one bonus die.
Bonus and dice conversion
+1 = +1 to roll result
+2 = +2 to roll result
+3 = +3 to roll result
+4 = +1 bonus die
+5 = +1 to roll result and +1 bonus die
+6 = +2 to roll result and +1 bonus die
+7 = +7 to roll result and +1 bonus die
+8 = +2 bonus dice
You would do just the opposite for disadvantages
Penalty and dice conversion
-1 = -1 to roll result
-2 = -2 to roll result
-3 = -3 to roll result
-4 = -1 bonus die
-5 = -1 to roll result and -1 bonus die
-6 = -2 to roll result and -1 bonus die
-7 = -7 to roll result and -1 bonus die
-8 = -2 bonus dice
This is just off the top of my head as I really like the abstract nature of the rules as written.
-edited for auto correct correction.