Well you make a good case there. However, I'm not sure I agree
Your options and abilities are determined almost entirely from the items you are carrying and have equipped. The choice of what items to take are a strategic one usually. Evolutions are also a strategic element.
Cogmind also gets harder as you get further (IMO), whereas DCSS's difficulty is front-loaded, which reduces the importance of strategy.
Then there are terminal hacks, decisions regarding propulsion, storage, scanning/fabrication, choice of branch, style of exploration and mapping the floor, alert level management, part attrition, managing risk/reward... Most of those have tactical aspects or implications, but I think they're overall strongly strategy based. Meanwhile in DCSS, there are a few strategic decisions to be made like god choice, but it's largely a tactical puzzle simulator where you go from puzzle to puzzle with autoexplore.
Also, like I said, playing with flight propulsion feels more tactical to me, and faster paced. This is partly why I'm attracted to the style vs fighting everything.
It's also possible I have a warped perspective of DCSS because I've played it so much
. I'd like to know what Happylisk thinks as he's also a very experienced DCSS player.
Edit: Also it might be partly because Cogmind is a new game where theory-crafting is very rewarding (see Decker's crazy ideas), whereas DCSS is almost entirely worked out on the strategy side. This is another thing that attracts me to Cogmind, as I very much enjoy theory-crafting.