The problem I have with those tactics is that they are puzzle-oriented. The idea is that you canvas, plan your strategy and execute. If you fail, you try again, using the knowledge from you prior attempt to refine your tactics. The majority of the late game encounters in BG2 fit this model, you had to memorize spell sequences, plan your buff according to the monster you know will spawn. Sometimes you could play it by ear, but often that meant you'd only win if you got lucky on rolls.
I've always thought combat worked out better when the situation developed organically and couldn't be solved via brute force.
The near invulnerable character I was thinking about in BG2, is the thread's namesake, the Paladin. A high level Paladin in BG2 had a low enough AC that only a handful of monsters could hit it, depending on their subclass, they could have enough immunities to shrug off any debuff and many late game enemies had further penalties due to being "evil".