As am I! In fact, when this gets implemented, I have plans to be working on a separate Fire Emblem-like project alongside DG, in a separate team.
I did notice a few pretty big omissions in the original proposal though, there are a few essential things for building a tactics RPG, and would be good things to additionally suggest, if they aren't implied or already possible in the original details:
-A conditions system for adjacent combatant units or objects and adding custom Actions.
Using the classic Fire Emblem example, if an specific Ally is next to a recruitable enemy character, you can choose to 'Talk' to the unit, starting an event, and possibly converting the enemy combatant to your own side.
Another classic example (as seen in FFT): you need one of your units to pull a lever somewhere in the battle. You send your unit to the lever (either on top of it directly or adjacent, depending on what you want) and that unit gains a (Pull Lever) action.
So basically there should be checks/conditions for who is being controlled, who/what is being targeted, etc, so we can add custom actions.
-Different Areas may limit or enhance movement speed or other attributes
Moving through a desert/sandy areas may severely limit the movement speed of a character/class on horseback, while a character on foot would move through it normally. Forests and mountains slowing down the movement rate in general. Etc. Just having a way to mark specific grids as being able to limit or cut movement is pretty important.
-Attack Cinematics
When it comes to tactic-RPGs, there's generally two styles of how an attack is represented. Either the attack happens directly on the battlefield. (Tactics Ogre, Final Fantasy Tactics, Fallout 2) or upon attacking, you are brought to a separate screen via screen transition, where you can witness both units attacking each other in stylish fashion. (Fire Emblem Series, Advanced Wars)
Both of these styles being possible would be ideal, if not built in directly, then via battle events or something similar.
-Set-up Phase/Starting Formation
In most Tactics RPGs, when you begin a battle, you select from a list of Allies/Units to bring into battle, and place them down into a starting formation before the battle begins. This is a pretty important aspect of the genre and a UI/menu components would need to be implemented with this in mind.
-Grid-Highlighting
Being able to move the cursor (both mouse and keyboard controls) around the map, and display properties of any given unit (examining them, seeing what they have equipped, their name, etc) or what kind of terrain the particular grid is.
I think without these additions, there'd be a lack of versatility with what you could do with grid movement in the way of Tactics RPGs. Many of these things, I think, are already present in ORK in some form or implied in the original proposal; but the designer in me is a stickler for specifying tool requirements. :D