I've put 35 hours into FFXII so far with gambits as follows for every character except my lead:
1. Party Leader Target: Attack
2. Ally <70% HP: Cure
Sometimes I'll enable "Enemy > 1000 HP: Steal" on one of my support characters when I'm grinding.
I find MP usage to be very inefficient with gambits enabled, and sometimes it's useful to break an action in favor of another. With bosses in particular I do a LOT of manual commands, and if I went with gambits I don't think I would've had as much success as I have. Maybe it's because I haven't bothered to really explore the system much, I dunno, but so far there isn't a need to.
I've made my peace with the license board. With all the grinding I've done I have a fuckton of unspent LP. I can go and unlock skills and equipment licenses for items that aren't even available yet. On my main characters I'm always several tiers ahead of the best available equipment. Other than the guesswork, it's not that awful (but it's far from a good system). The variation it allows is kind of okay, I suppose.
My biggest beef is with the dungeons. So far they're just really long and boring save one or two boss encounters, and this one I just completed could've been designed better from a gameplay standpoint; there were two completely unexpected boss encounters (no save point/crystal nearby, no architecture signifying a boss' dwelling) that almost cost me an hour or so of gameplay. Both fights I went in hurting, but I guess that made for more of a challenge. I wasn't satisfied at all when I beat them, though... it was more like, "Finally, time to get the fuck outta here."
Yeah. I don't even know if the game's an 8 for me. The only truly redeeming quality here is the presentation (absolutely terrific in every way), whereas the things that matter either flawed or average. I don't understand the 9.5's and 10s being thrown around. Right now I'd rate the game a 7.5 going by what has thus far been an engaging story and the fantastic world design. Without that, it's easily a 6 or lower.