Lots of "feels", zero logic in this rant, there is nothing to argue in the whole first paragraph. I'll comment on these two, since they're related.
But for games that are supposed to be tactical, turn-based is king.
Turn-based combat has only two real advantages over RTwP:
- Initiative is better and more easily represented.
- Special actions which take place outside the normal rules and flow of combat, like "attacks of opportunity", "epic actions", etc. This is because in a TB system, time is completely abstracted, whereas in RTwP, time cannot be.
The essential component of real life combat tactic is time management and coordination between units. In basic TB these elements simply do not exist, while in RT they do because it's an accurate simulation of reality basically.
Initiative, attacks of opportunity, interruptions, overwatch etc. are all convulted mechanics introduced in order to poorly simulate realtime tactics in TB system.
Their role is to interrupt flow of the game, to give you possibility to issue additional orders, or automatically inject some acions, just like active pause in RT btw.
All these are handled much better, by simply being realtime:
Initiative ? - unit that can swing sword faster hits first.
Opportunity attack, interruption, overwatch ? - unit run in the open, or is running by front row fighter to get second row caster ? - simply order your units to attack, or they attack automatically based on stance, if they're not occupied with another action.
There are tactical stunts that can be performed in RT, that are simply impossible to recreate in TB.
There are exploits that are only possible because of limited nature of TB time simulation, that TB gamepley usually degenerate towards, instead of tactics that would be feasible in reality.
Claiming that TB is intrinsically more tactical is retarded, because opposite is the truth. All arguments of TB fanatics, always boil down to: there is too much happening at once for me to comfortably handle.
While in TB it's simple: one unit to order - pick action from taskbar, click on enemy - something awesome happens - nothing can get in the way in the meantime.
Of course perfect and deep RTwP tactic games don't exists, because good, deeper than nuXCOM TB game, is already too much to handle for 95% of gamers.
The inability to argue about systems with logic and resorting to anecdotal evidence of games I liked vs games I didn't like, only supports simple minded folks theory.
But if you want ancdotal evidence... Good tactical squad shooter is more tactically deep, than Fallout 1 combat.
Infinity Engine games combat is not a good example of RT vs TB within same ruleset.
Because it was in fact hybrid system ( there were 6s rounds and order and amount of actions was dictated by usual D&D rules, not by time of issuing orders), repositioning, or changing order mid turn resulted in wasted action and waiting for the next turn.
That was responsible for unresponsive clusterfuck feel, if you didn't realise and paid attention to that. It was similar to W8 phase combat, but with animations played simultaneously and RT positioning.
But even then, if you played it properly, you could play exactly same encounter as in turns, but resolve it 10x faster and had much more dense experience, while pure turns would serve only to waste your time and bore you.
Unless you are too slow, to process more than one information at a time that is. Short version: D&D is convulted mess, but that aside, I had way more fun with BG2 combat, than with ToEE.