I'd argue that the first two are just somewhat worse versions of something that RTwP gives you as an inherent feature, and with a much finer degree of control. (Don't get me wrong, I think they are absolutely necessary and very welcome to at least alleviate the TB bogging down issue; but they are just workarounds)2) Many turn based games have already devised means to alleviate this problem
- Automated turns
- Faster animation settings
- Resource management - Even if an encounter is relatively easier, it may still require finite resources to overcome (health, spells, durability, potions, scrolls, ect.). Minimizing the use of these resources on easier encounters is a challenge in itsellf
The third makes sense in some cases, but is hardly a panacea. If my party is vastly more powerful than some group of enemies, or e.g. has incredibly high fire resistance and is fighting some fire elementals, then I probably don't need to do anything special tactically to fight efficiently.
Also, and I guess that's more personal preference, I don't actually want every single battle in a CRPG to require deep tactical thought. I feel that, just like e.g. the balance between town gameplay, dialogue, non-combat quests, combat, exploration and dungeon crawling is important in these games and contributes to great pacing and variety, having both easier and harder battles also contributes to the overall pacing and "feel" of a CRPG.
What are those flaws and what's the problem with pausing?3) Even if you accept this to be a major problem, RTwP is an imperfect solution with many flaws of its own. It would be better for real-time crpgs to put all their focus on custom AI scripting and quick commands, removing the need for pausing altogether. Pillars of Eternity 2 had a very complex AI editor; If only you had the ability to switch AI conditionals on the fly it would have been the perfect system.
I'm not trying to be contrarian here, I frequently see this sentiment expressed and I just don't get it. I really enjoy the loop of watching my battle plan play out, seeing something go wrong (or about to potentially go wrong), smashing the space bar and fixing it.