Rocket tag is better than padded sumo, but I personally favor about 4 'exchanges'(that is, actions from both sides) before wrapping it up.
It boils combat down to strategy and luck, no tactics necessary beyond targeting the right thing, and certain combat styles are inherently unfeasible(anything aimed at mitigating rather than outright canceling offenses, things that deal damage over multiple rounds, debuffs that don't entirely shut down the enemy, etc) while others are disproportionately powerful(anything that denies actions at all).
Really, you can boil it down to the basic factor that most D&D defenses are binary in nature. Either they work and nothing happens, or they don't and you get a new death. Wildly variant effectiveness is another, the most powerful effect in a given category is significantly more powerful than the average effect, often several times.
Soak based defenses, degrees of failure, partial hits, all these can contribute to dampen the rocket tag. Mutants & Masterminds(esp 3e) has got a lot of these basic mechanics balanced right, could do nicely as a base to loot ideas from.