Turn-based is the best combat mechanic for RPG. It allow us to have total control on every aspect of the combat. While RTWP is chaotic, counterintuitive and can easily go out of control for many players especially the newbies.
Wrong. Maybe TB gives you the perception that you are in control of everything, but not me. There are many things I can do in combat in RTwP which a TB system does not allow me to do. A TB system forces me to act according to a script that has been determined for me by the system, which is the exact opposite of having control. And yes, RTwP is chaotic. Good. That is exactly how combat should be. It should be chaotic, messy, and result in outcomes that are sub-optimal. Anything else is fake combat.
Valid points. TB encounters are easier for developers to script and design how the encounter/battle should be resolved. Often in linear or scripted tactics/strategy. RTwP is chaotic and very hard for developers to manage the encounters and can even flung out balance for inexperienced developers especially like Larian as their strengths that they have shown were turn-based combat.
But one noticeable problem of RTwP in Pillars of Eternity 2 was pause spamming for me. This happen in my opinion possibly how the developers design the AI. They were moving too fast and AI changing targets without much penalty nor restrictions. Combining this with casting time and friendly fire, even with the introduction of the spell re-targeting doesn't solve the problem at all.