Well the matched play scenarios are all objective based, so a big battle in the middle is not likely to occur in matched play.
Movement is certainly less tactical than Fantasy, but there is still quite a bit in that department. Trying to lure tasty targets away, tactically retreating to prevent further damage or take objectives, flanking, deep striking (and preventing them), minimizing and/or maximizing model to model contact, blocking opponents forces from valuable units, etc. One of my favorite games was when I lured my opponent into a narrow passage that I was able to block off with Retributors. They hammered themselves against it until there was nothing but scraps left of their force and it all depended on me keeping my forces just one step ahead of them.
Now with the rules and how summoning works now makes magic a much more tactically engaged process. You can only attempt to cast each spell once per phase which requires a lot of thought and planning. Summoning allows you to build your army on the fly, as you don't have to declare what you will be summoning. You pick what fits the situation.
Many units are strong against particular targets and weak against particular targets. How do you get your forces into contact with the right enemies and away from the ones that will kill them easily? And not only is choosing what units will attack in what order in combat engaging, but piling in is also extremely tactical. How do you do it to get more of your models in combat? Can you block the piling in of more enemy models?
I'm sure others can say more. I have found AoS a game that seems really simple at first look, but once you start playing a few games many subtleties come out of the woodwork. I have not actually played a game where everything just ended up in the middle.