Except that in BBS (and I assume 3D but I don't have the game yet) you can use 90% of the commands mid combo and then pick exactly back up where you left off in the combo which is the brilliance of it. You can have a combo (simple I know but gets my point across) that is attack 1 -> fire dash -> attack 2 -> fire dash -> attack 3 -> fire dash -> attack 4 -> fire dash -> attack 5 -> fire dash -> attack 6 for extra damage (assuming you have the ability for the damage). Weaving in the commands mid-combo is just so so so much more interesting than anything in KH1 and 2 imo.
What I would really like to see, though, is the player rewarded for using commands later in the combo. For example if you made it to your 5th attack without being stopped the command you used would get an extra damage boost, or perhaps even some would transform into a different attack the further you were in a combo when you used it.
That said, I actually do agree about boss fights. I think KH1 is about the only game in the series where I REALLY enjoyed most of the bosses. While the game and mechanics were very simple there was a lot going on in fights where you could stun enemies and then get a combo in and stuff like that.
Where as KH2 was just mindless triangle spam on all bosses, and in BBS the combo system mentioned above completely falls apart because the only time you can properly get in combos is when the enemies go into their "standing around" animations. All of the bosses at the end of BBS with the exception of
just boil down to block -> counter spam, and well, it sucks.
I'm not really sure the answer on how to fix the fights while actually keeping the combat as enjoyable as it was in BBS, but, I would like to see them do something.