turn-based tactical combat, a strong economy, optional quests/exploration, excellent equipment/loot system
Except he only likes this stuff if it's devoid of all meaning. See his post here
http://crpgaddict.blogspot.com/2019/08/spellcraft-i-cant-always.html
There were hints of this horrible mentality earlier (his taste in modern games, his deplorable off topic rants), but this really sealed the deal.
It is not good design to completely trivialize survival play in your game.
Once you do that, the only actual game you have left (other than the make pretend game AKA LARPing), is playing for efficiency.
But it's clear he doesn't really care much about that either.
He just wants to LARP.
That's fine.
But he concluded his Zelda post with "their best games (I based this on reading descriptions of the major sequels), they approach the level of complexity that you find a good RPG".
Which doesn't make any sense. He actively complains about meaningful* complexity (just read the post I link) yet decries the lack of complexity here. Moreover, Zelda (especially Zelda 1) offers much more meaningful complexity than most CRPGs. This is because in Zelda, even the few variables you can change as a player, have incredible meaning and consequence to the outcome of the game. For example, the X Y position of the character. In most CRPGs where X Y char position is present, it is meaningless. Might as well not have it (indeed a whole school of CRPGs (Dungeon Crawlers) eschew it).
So, I really don't like this guise of "I like complex games for adults" when in fact, he likes make pretend games for ages 8 to 12.
* meaningful complexity can be measured as the amount of meaningful decisions the player makes per unit of game time multiplied by the amount of time player input is processed per unit of real time.
Also, I tried to post this as a comment, but it didn't pass his moderation.