Stoned Ape
Savant
In a single-player game I don't think perfect balance is the most important thing to strive for. What you need is a system that feels satisfying to play and, if possible, to reward clever character building. In my opinion the system should be possible to exploit but only if a player designs their character to take advantage of the opportunities that are available to them. When a system breaks by itself without the effort of the player it is a concern, and when certain decisions in character building are so obviously superior to others that you're nerfing yourself by not taking them then it's an issue.
I think the issue with RT is that the rules work OK for the first 20 levels of gameplay, then just progressively fall apart the further you go beyond that point. The encounter design is actually quite fun through the early part of the game but as you get further in it turns into one side or the other pretty much winning during the first few units' actions in a combat. It stops becoming enjoyable and starts to become the repetitive use of the same abilities over and over again because that's the best way not to get a party wipe.
I think the issue with RT is that the rules work OK for the first 20 levels of gameplay, then just progressively fall apart the further you go beyond that point. The encounter design is actually quite fun through the early part of the game but as you get further in it turns into one side or the other pretty much winning during the first few units' actions in a combat. It stops becoming enjoyable and starts to become the repetitive use of the same abilities over and over again because that's the best way not to get a party wipe.