From what I understood, there are no "rounds" per se and everything is based around an animation delay for a given action (swing, cast spell x, etc) and once that animation loop (which I'm guessing is based duration * armor % mod and other factors, which shorten or lengthen the animation itself) a new one begins depending on what was queued up.
That means if you have a "one done animation" auto-pause (which is what is implied I think by the OP), you'd have your ultra mega fast rogue pausing your game CONSTANTLY (probably every half seconds at higher level with gear and whatnot) while your defensive warrior in full plate wielding a 2t hammer will auto-pause every 10 seconds.
That also makes the game VERY twitchy compared to a standard "turn based" (even falsely turn based as in the BG series, since it was a simulation of real time, but turns still existed, therefore you could pause properly each beginning of turns) because you risk losing VERY precious moments if you're not careful.
It also means that if you miss-click with your 10 second delay fighter, you're really, REALLY screwed because there is then nothing you can do about it for 10 seconds THEN must be ready for it RIGHT when that animation's done with (or hope the queue works) because otherwise, it'll loop again.
Another major problem is that spells are not cast when you ask them to be cast, but at the end of their proper animations, which are not indicated anywhere. So for every single spell, you'll need to memorize the precise seconds needed (and do the math from the modifiers you might have) and hope there is no interruption (which basically reset your entire animation loop) or it'll land seconds after you actually needed it.
So all in all, sure they could make a "on action done" auto pause, but unless they make it "per character" (ie: I don't need to pause on my rogue actions, but the other characters are important), it's totally unpractical.