I don’t understand why you need such rules.
That is not true. In Battle Brothers you can pass initiative to see where enemy will move or give him a chance to attack first, each case can have positive/negative outcome. Both AI and player use this depending on many factors. The most common case for AI is to wait for you to make a move when they have superiority in ranged units.
Next case is in JA2 1.13, again. You have enough AP to take a shot at enemy that can interrupt you, you take a shot, he gets interrupt and shoots back. But if you hit him hard enough, or suppressed or he doesn’t have free AP then no interrupt is going to happen. So there is no clear advantage of giving away your turn.
Well, you described it a poor excuse of developers to add complexity and uncertainty where it is non. I’m sure some devs do that, but we shouldn’t use bad designs as examples of proper use. I’ve seen some youtube rants where people with 1000 hours in XCom complained how “rng is killing games”. Which has nothing to do with rng itself but persons inability to judge why Hit rng in XCom can be so frustrating. It has little to do with rng but a lot to do with a other design choices. Simply because game puts so much stake into every shot that you or enemy takes. And stakes are high because team is small and etc.
I’m just asking too look at multiple things at the same time and not focus on a single element.