I'm a very tactical person myself, that's WHY I went with (honestly anything except pure-turn based) RTAB.
You see, when you everyone gets "one" move per turn, suddenly you lose an entire aspect of combat: speed. Who gets to move first is a negligable advantage, since you only really have to plan ONE turn ahead then; and even then only if your AGI is very low and you can't go before said target.
With a system that allows free movement based on your AGI, suddenly AGI becomes a "useful" stat! Instead of just pumping up STR or INT (depending on your class) suddenly getting to do your attacks FASTER has a very strong benefit to it!
It also allows for things like "casting time" to be taken into effect.
You see, to balance a skill you have to balance several factors:
1. Cost to user in HP
2. Cost to user in MP
3. Damage
4. Accuracy
5. Element (how common/rare it is)
6. "Extra" costs to use the skill
7. How long until you can use it again
Many skills which I left with a casting time I would have had to "nerf" otherwise, make them cost more, be unavailable for more turns, etc, to make them from being too powerful.
Dark Sovereign's "Beam Pillar" and "Lightning Storm" are perfect examples: Without leaving her open to attack and unable to defend, recover HP/Stamina, etc, I wouldn't have been able to make those attacks half as useful as they were. If you've used these often, you've probably had some nasty monster use a Stamina drain attack and make it so the skill fizzles! That disadvantage is one way I helped to balance out the damage of the skills.
Active Systems give battles more POTENTIAL! When you make an enemy, what do you do? Are they all cookie-cutter monsters with the same stats and only different elements perhaps?
No, some use magic, some use physical attacks; some are average in everything while others are strong in only one area. Suddenly you can make a foe very fast and hit with nasty minor annoyances which accumulate quickly! You can make a boss suddenly go berserk and raise his speed, thus letting him pound you into a pulp without just "giving" him a bunch of super attacks that kick in at 25% HP or such.
Before this system (before I knew about RTAB) I built 2 combat systems that were 100% turn based like the DBS... no matter how hard I tried to make things fun or different, it became too much overhead for the user. An ENTIRE turn was lost to use a skill that let's you use a different skill: Now to make that second skill useful you have to make it even MORE powerful, basically at a minimum, 2x as powerful as a skill that takes 1 turn to use just to even out the advantages (not counting state changes and cost to stamina).
Take into effect how I used the system to include things like:
1. The Defend command being USEFUL! Your turn recovers 2x as fast, and you heal yourself for more.
2. Speed Powers: Like DS's Charge ability, which doesn't make her waste an entire turn, but instead "half" a turn.
I think I've blabbered a bit much, but I WILL say that RTAB is MORE annoying than a normal battle system when your system exists for 2 commands:
Attack
Item
In those cases, there is no real point to RTAB, that is true, and all it does is make an already dull battle even MORE dull.
Watch the bar... Attack.
Watch the bar... Attack.
Watch the bar... Attack.
Watch the bar... Item!
Rinse and repeat.