Chairman Yang
if he talks about books, you better damn well listen
Let's call it an inherent characteristic.It's not an inherent problem, it's an inherent feature.
The pace of combat is easy to adjust depending on the complexity of each encounter, or even every single phase of each encounter.
I agree that RTwP is good for allowing variable pacing. The problem is that, barring really amazing autopause options (and even then), the player has to manually control that pacing at every step. That extra hassle can yield some extra depth that, in theory, compensates for that extra hassle. In practice, I don't think it ever actually has.
It's like the cameras in 3D platformers. A manual camera allows complete control and is perfect on paper. But it's even better when manual control isn't needed and the camera just does what's appropriate, letting the player focus on other things.