The pace of the game is almost entirely decided by the level design, and the day 1 maps are all very local and intense landmark battles. All you need to do to get some slower fights is to make maps with larger open spaces like in RO1. To me the slowest and most carefully played map is Fallen, the large square with low cover makes for slow crawling advances while waiting for enough of a smoke screen to build up for short sprints.
I'm not sure why anyone would expect anything different from this game. The theme is Stalingrad, if you have ever watched a documentary or film set in Stalingrad you would've guessed this would be a knife fight to the death in an urban environment. It makes sense for tripwire to ship the game with maps of this theme. Certainly we will see more maps based on the fighting outside the city being released in the future or made by community mappers. It isn't fair to look to RO1's huge catalogue of content built up over several years and expect a brand new game to be much similar right out the door.
I don't feel that RO1 was any more a tactical game than RO2. If anything the maps were designed to be 1 hour long stalemates where one side slowly bleeds to death on public games. Clan matches are certainly faster as people bring action to bear more efficiently, but public games is where a game is most often played and RO1 was very drawn out. This is acceptable to a very small niche of players but RO2 is not some mod made in anyone's free time, it has to sell and then it needs to be more accessible to players who are not interested in wasting their spare time on hour long battles that are already a foregone conclusion, ie the majority of gamers.
Despite being an RO1 player for years I did not expect RO2 to be any different from what it is today because the level design is very predictable if you know anything about Stalingrad. The big shock for me however was the inclusion of fantastic weapons that have little or no historical merit. I am shocked to see the unique flower that is Red Orchestra join the ranks with World of Tanks and Call of Duty Black Ops in disregarding history and including out of place gear with the "It is an early prototype" excuse. Alright, so it is not more than a handful guns and upgrades, but still, I had much higher expectations on the historical accuracy of RO2. In the broader design, this is my only complaint about the game. I have some minor design complaints as well, like how changing classes causes you to commit suicide, and much of the interface is ugly and inefficient (and presently too buggy to use). I am never able to vote for the maps I want to play because the interface is bugged, I am never able to get into the same squad as my friends because the interface is clunky and often bugged, and the amount of mouse clicking needed to select a spawn point is infuriating when you have to do it several times in a game.
Overall, RO2 is what I expected it to be and I am happy that it is. The game is going to go all kinds of beautiful directions once content is getting added and existing features are streamlined.