Captain Shrek
Guest
Tactical depth is good because it makes a game interesting but I think a good encounter design and proper combat pacing is far more important. You want to be able to be challenged by difficult fights, but not bored by easy ones, and you want opportunities to use these features. I prefer a smaller feature set if it means that those two criteria are met more easily.
I hardly think that pacing or design is really an exclusive feature of the either combat mechanics. Given all things equal I believe TB is superior.
If somebody makes the combat focussed RPG that does EVERYTHING right then shit yes I want to play that. However I think that's infeasible and perhaps even impossible.
I don't think it is impossible, it is just difficult. With eventual experience someone is bound to hit the right combination. Games are just too your to expect perfection of any sort.
I also think strategy is an important element of RPG, the resource management and whatnot. This is perhaps more important to me than individual encounter tactics.
Finally, I want to see mechanical variety and different approaches to gameplay. I don't want everything to be a simulationist tactical combat game.
I really again fail to understand what is so exclusive about these things to one of the mechanics.