This... Yeah, to be honest, this is a pretty good point. I mean, in fairness, Exalted has
also pitched itself as a game of larger-than-life heroes struggling with each other over heroic passions, shōnen style, and on that level the intricate tactics subsystems certainly have their place. Plenty of shōnen fights, after all, play out like detective stories, puzzles of figuring out how the opponent's cool techniques work and what their weaknesses are.
But the aforementioned place of those intricate tactics systems isn't
everywhere, at the expense of the grand-scale stuff that is
also supposed to be core to the game's pitch, and has been ever since the start. For all that I love the philosophical angles of the stories that Exalted clearly wants to tell, it too often leaves the execution of those ideas up to the players. To paraphrase
@Pale Wolf a bit, the core principle of any game design concept is that design must have occurred; for the designer to provide prompts for something that is supposed to be core to the game, to perform
narration and then leave the mechanical side of those core aspects up to the storyteller and players, is to invert the right and proper order of things.