on Tacticals: Almost everyone uses the same abilities: displacement, Heal/Medical Drone, and X(usually teleport or a damage tactical.) All of these are fine, there are reasons to take any of the damage abilities depending on your play style. Displacement being nearly always picked is fine, flash has always been good. I'm fine with everyone having flash (though it would make sense for team fights if at least one person had rush). The fact that teleport is useable is nice, it didn't see much play in LoL. Turret Control is very powerful (especially if you didn't know they had it), maybe a little too powerful at low levels, since with TC you can three man gank at level 1 under their tower and basically guarantee a kill AND not die. But whatever, maybe you just have to learn to play against it. It also gets weaker as the game goes on, so it's probably balanced.
The problem is that the range of tactical choice drops off pretty quickly after that. The ward is underutilized, but doesn't need to be buffed (good players will take the ward because vision is very rewarding for good players). The Exhaust equivalent that I can't remember the name is isn't picked that often, probably needs a bit of a buff. I've played quite a few games and I don't think I have EVER seen anyone take any of the army commands or economy tactical abilities. They could be buffed, or, as I have said a million times, the army could be improved and then these tacticals will naturally get more play. As it stands, they basically don't exist, which is bad.