dtgreene: Still leads to choppy gameplay.
timppu: Turn-based combat is choppy all the time, you have to pause constantly even when you don't really want to.
Thing is, turn based combat has a nice rhythm to it. Pauses happen at a consistent and predictable rate, and aren't something you have to do. (In fact, in a sense strictly turn based games don't even need a pause function in the first place!) In a game like Wizardry or Dragon Quest, for example, you set commands for everyone, sit back and watch, and once the dust settles, it's time to enter more commands. Some games, like Final Fantasy 10, show your action immediately, and then as soon as it's another party member's turn you get to enter a command without having to rush or anything like that.
Importantly, a pause isn't going to interrupt an action, except in a few special cases (think Solarbeam from Pokemon, but even then I believ4e you don't get a pause or opportunity to enter a command then, or perhaps LifeSong from Dragon Quest 6/7 which revives characters but takes two turns).
dtgreene: Also, your post reminded me of something: Ground raps and pathfinding (especially when pathfinding is the only way to move somewhere, another problem I have with those games) do not mix. A game with ground traps should let you control your characters directly, while a game with no manual player control should not punish the player for stepping in certain places.
timppu: Infinite engine lets you control where you want the character go. Naturally if you try to send them across the map, of course they have to decide which path to use if there are multiple choices. You can overcome that by going with smaller steps.
Autopause when a trap is detected takes care of the problem of accidentally running into traps. Then you can either stop, back down or remove the trap. Or if you were not careful and use a thief scouting for traps, then it is your own fault if you didn't notice the trap and ran into it. Maybe that is even your preferred action if your tank has so much HP anyway that it doesn't care if it triggers some traps.
The Infinity Engine (and way too many other RPG-like games) don't let you directly control movement; all you can do is click on a place to move and hope that the game's pathfinding algorithm takes you there via a sensible route. You might try to click around the trap (let's assume you can't or don't want to disarm it), only for the pathfinding algorithm (which is notoriously bad in some of these games) to take you into the trap anyway.
Then again, for a few reasons I think traps are bad game design in most games that have them. (The main exception is troll games, where traps are meant to kill you in funny ways.)
There's also the fact that I don't like it when games force me to use the mouse. I find it significantly less comfortable to use a mouse than to just use a keyboard or gamepad.
Also, Ultima 6 handled movement much better. You use the keyboard to move one square at a time, and if you really need to be careful, you can switch to solo or combat mode. Even if you don't, your party *stays* together (I suspect allies may even occasionally teleport if they fall too far behind).