It is worse for the Ai though, in theory should be more challenging but in practice, you are dealing with Ais and you are way more creative and capable to deal with sudden changes in position than the Ai is. Pretty much all RtwP games are a cheese fest because the Ai cant keep up with you unless you do like PoE that pretty much made movement slow as if your characters had disabilities and killed movement so much, that at that point any advantage for RtwP is moot, or just script a bunch of bullshit like BG 2 did to give mages a chance.
Ex: I mean, there is a lich in there, some of my characters have lower initiative than him, some higher, I cant pull out all my characters from the room before him and his henchmen obliterate me in TB, what is perfectly possible to do on RtwP, the Ai also isnt smart enough to give chase to you and they cant move out of the way from shit like fireballs as easy like you. To program Ai for TB games, you only need to update a raycast once per turn so the Ai can update your position, the Ai can avoid AoE easy because you just need to label future AoE damage tiles as a priority to avoid and the pathfinding dont need to be calculated all the time on real time, the pathfinding also has shorter paths to deal with. I mean, on RTwP, every single frame the Ai need raycasts to keep track of you and update the pathfinding. Also, you as player, can do shit like unstuck and reorganize your characters on the fly, the Ai cant, if the pathfinding fails (the more complex the path, the worse is the chance for it failing), the Ai will get confused. One beauty of TB is that constrain the player on shit that the AI cant handle and test player skill on tactics and builds, something that is much easier as Ai builds are decided by humans and the tactics the AI used are scripted based on the arena it is.(I mean, you can cheese in TB if you have space but that is so boring for being painfully slow)
I'm not even talking of collider clustering problems, the bigger is the group of Ai entities (or narrow the path they need to trace like corridors), the harder it will be to navigate between each other if they have colliders, so they will get stuck all the time , IE games avoided this with a pushing algorithm and that is why it was so hard to properly block enemies with your characters, it was a basic solution. On TB, only one can move at the time, so the chances for they ALL deciding to move at the same time and causing a traffic congestion is way lower. You basically need to program flocking and local avoidance on the Ai what works well on RTS (good luck convincing a RPG developer to waste time with that shit like flow fields or any advanced real time pathfinding for a niche game that will sell 300k at best). There is a reason why so many companies are using realtime games to shill for their advanced Ais (nope, maybe by 2077 a RPG developer will get a good real time Ai like that).
Even with all that shit, if you plan for those Ais to do more than navigate on a basic straight forward path to your direction, that will be a problem, complex movement AND everyone moving at the same time doesnt work, you are capable of complex movement, the Ai isnt. PoE Ai was so bad that it hurt and that sort of shit, isnt totally Obsidian's fault and can only be "fixed" with tons of cheating. Anyone noticed how PoE Ai targeting and pathfinding with Attack of Opportunity mechanics was a mess where it was frequent for characters to just choose the worst possible path and eat AoO like crazy? Well...
If you were making a RTS where there is actually two humans fixing the Ai pathfinding errors all the time with perfect real time adaptation, then that makes sense but if there is an Ai on the other side, TB all the way.