TwP has some severe issues that are sadly built-in and I never seen any game that managed to address it.
Alright, I'm down to hear them.
With RTwP games, especially the harder ones, you are must heavily rely on abusing the pause button, because AI of your team is sadly lacking and no amount automation (so far) was able to fix it. Your party will fire spells into your line, use AOEs incorrectly, waste healing using it too early or too late, they won't react to flanking or being flat-footed correctly etc.
This isn't an issue for me though. Pressing the pause button repeatedly, especially in harder fights, doesn't equate to "abusing" the pause button? What does that even mean? You're meant to be able to pause at any time for precisely the reasons you listed above. Plus, many of the things you mentioned can be avoided by turning off party AI, which is what I and I'd assume anyone else who has played IE games for a while does, and microing all your units in the particularly hard boss fights.
RTwP is designed (at least in theory) to be more action oriented and a faster type of gameplay, but in the end it forces you to micro almost everything reducing to encounter speed to a slog, thus kinda defeating the purpose of the entire exercise.
Wrong, and I'm surprised you don't see the inconsistency in what you typed. A player only has to resort to severe microing with tons of pausing in the hardest fights in the game. When it comes to the low level mobs that are meant to inhabit dungeons, and even the harder mid-level fights that are mini-bosses in the game, you can get away with having party AI on and just taking pauses when it's time to do normal things (switch enemies, cast spells, do special tactics, etc), which does not fit your definition of "heavily abusing the pause button". So using your logic, the game only becomes a "slog" when you're in really hard fights, and said fights are meant to take up a lot of time.
I almost don't like calling it a problem. It's more of a feature really.
It is a feature mate. That's why it comes down to whether or not people enjoy RTwP or don't.
You only mentioned ONE issue, and the thing you mentioned isn't an issue.
When you say, RTwP is more complex and combat diverse and I will have to disagree. It becomes stale very very fast.
IWD is a game that is comprised entirely of RTwP combat and is often heralded as a top ten-twenty RPG. Baldur's Gate 1 and 2 are also filled with RTwP combat and are also heralded as great RPGs. Outside of the IE games, no other series has done RTwP in a way that isn't complete dog shit.
RTwP encourages bad behaviour like "kiting" for example just because you complex uber-fun fast paced combat system will do a bullshit move and spawn enemy mobs behind you to surround you (Looking at you Kingmaker).
Kingmaker was shit, so w/e.
TB does not have this problem. And the fact that is a small puzzle, makes much more complex than RTwP because when and if you fuck up it's almost entirely your fault.
Plenty of instances in hard, TB games, where fuck ups are due to shit RNG or the nature of your character build. And putting that aside, I fail to see how the example you listed means you fucking up is any less your fault? Kingmaker aside, IWD and BG never spawned enemies behind you unless it was a specific combat encounter, and kiting is an exploitation of the combat mechanics and shouldn't be used as a strike against the game/combat's quality (plenty of instances of great, TB games, having exploits in their systems). You're making claims but they're rooted in nothing.
the game still pulls a bullshit move on you, as the system itself is not good enough to play fair.
Again, when does the system pull bullshit moves on you? Put Kingmaker aside, because it's dogshit. This was not an issue in IE games.
Not to mention RTwP also encourages the developer to throw much bigger trash mobs against you. Making games really silly. When you completed like 50% of the game, it was like 3 months in-game time and you already killed 900 people/enemies/monsters. (Again reducing the speed of the game and turning especially dungeon crawls and grind filled slogs) TB does not have this problem, because the system itself demands less trash mobs and makes the encounters carrying more weight to them.
Disagree on a fundamental level. I expect there to be a ton of mobs if I'm fighting my way through Dragon's Eye, as the whole point is Yxuionemi is building up an army to enact her evil plans. It wouldn't feel right if there were only like 20 goblins and five serpent people plus one or two other special mobs that my party had to kill. Same thing applies to countless examples throughout the IE series. Durlag's Tower, Nashkel Mines, Dorn's Depths, etc. Trash mobs become an issue when they're time consuming to deal with, and the combat system isn't good enough to facilitate a player's enjoyment, even when they're in between the really fun combat encounters/quests/plot elements/etc.
And hey you can like a flawed system that is your prerogative it's ok to have guilty pleasures, but many people don't want to play a system that has this many issues.
Lolk. You didn't name any issues, you named personal gripes you might have with RTwP that I, and others that enjoy RTwP, consider necessary and enjoyable aspects of the system.
EDIT: And homie above me addressed kiting and trash mobs which are also present in TB games. Nice.