I've been lurking a bit; not adding anything to the mechanics discussion because that's not really my strong suit. It looks good, I don't think there's any real challenges to it's effectiveness.
I do offer this suggestion: consider dumping the flavor text about how every other melee class is typically a brainless brute compared to the Tactician. It sounds put-upon and churlish.
That is typical of of Roy Greenhilt because that's Rich Burlew's style of humor, but for a leader carrying an attitude of "you'd all choke on your tongues in your sleep without me" is nothing to celebrate. That's the guy who doesn't have any friends when it's time to really dig deep for his resurrection and his presumed minions are facing the choice between sacrificing a substantial amount of resources to bring him back or simply never having to listen to him regale them with their deficiencies again while keeping their party money.
Keep the Party in the party; keep the Fellow in Fellowship: be about your own strengths, not others weaknesses.
Edit: I do really like the look of the Chest High Walls mechanic. Some passive battlefield control mechanics are a terrific idea.
I think Mr. A is right, you're at cross-purposes. You're half Edgemaster, half SC2.0 Tactician with a dash of (4E Wizard) and while none of that is bad at all being a Commander necessitates giving up on some of your ass-kickiness to improve others or impair enemies. Keep at it though, there's definitely a good thing here.