If those combat systems are so goddamn cool, then explain to me why both KotC and ToEE feel the need to cover the screen with enemies outnumbering your party 3 to 1? Also, why no grappling and bullrushing, heh?
That's what I meant earlier in the thread when I said most tactical combat in RPGs isn't really very dynamic or interesting, you are just handicapped in various ways (a ton of enemies, or enemies with a ton of hitpoints/damage). It has to do, on a fundamental level, with how simplistic and binary combat is in these games. You use some ability/spell/attack, and short of some RNG stuff, it always works. So the interplay between you and the enemies is minimal. They cast something whittling your hitpoint bar, you do something whittling theirs, the cc and RNG and skill-levels slow down/speed up this process, but ultimately, these combat systems are just a more sophisticated whacking away at each other until somebody's hitpoints reach zero.
That is not how actual combat works. Real combat is a complex interplay between combatants, you can't just exchange blows until one of you goes down, because the other person will block/parry/dodge/wrestle you, and both of you will constantly be making dynamic decisions and adjustments to get the better of the opponent and actually land these blows.
To give a simple example: 2 boxers fighting each other. They don't just stand in place and exchange blows until one passes out. They are constantly moving, to get into their optimum range (which is different for each), they are also moving and bouncing around to be a difficult target to hit and to be unpredictable, at the same time they are throwing out jabs to get a feel for the distance and get a bead on the other guy, they dip and move their head side to side after throwing punches to defend against counters, try to predict the other guy's movement so they can throw punches to where they are going, not where they are now, they are ready to block punches and/or weave if they see something coming, they are combining combinations to do more damage and to catch the other guy as he defends, they throw feints, etc.
I think for a tactical RPG combat system to be interesting and fun, it has to have a general flow like this, where you are not making the same static decisions all the time, but rather constantly adjusting to a dynamic situation where there are no simple binary answers.