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Personally, I think the UI is most at fault in this case - having only 10 inputs to manage hotbar abilities is insufficent. Adding shift and ctrl keys to interact/step the 1- 0 input to the appropriately bound ability or spell would help mitigate this.
I can see why some people would have an issue with it, I just think more options is (usually) better.
As others have said, though, I think the abundance of abilities is less about saying "try to use all these abilities all the time" and more about providing a wealth of tactical and character build options to parse as you see fit. I think it also reinforces the open ended character advancement systems-- ie skills go up as you use them, abilities unlock as you level characters up, item abilities improve with use, reputation abilities are enhanced with bigger reputation changes, combo abilities are tied to companion relationships, etc, as opposed to to making it totally dependent on earning experience and gaining levels.
Definitely something that could be cleaned up in a hypothetical sequel or expansion though.
Specialise, share the abilities between the party and try to get synergies.
In addition, there is the pause ability, which largely removes the need for a larget hotbar.
The problem isn't really that your character has many choices, that's generally good. The issue comes when you have to micro-manage a whole party and all of them got craploads of abilities. There really should be a "simplistic" setting for this game, because it's right up my alley if it weren't so incredibly tedious.
Real time should be less abilities, less mess. Turn based, bring all the abilities you want, devs, as long as there's some kind of balance.