Navagon: Real time combat that can be paused has the benefits of both worlds. It makes a lot more sense. Turn based combat's tactics are based around the rules of the game, rather than the combat itself. So you're going to attack, then if any enemies are left alive in range of you, you're going to try and shield yourself from attack. Which in Fallout 1 & 2 sometimes simply meant moving out of range of your enemy.
There's also the fact that it's much more intense and skill based than turn based combat. Hence it being much more involving. It doesn't represent a break in the flow of play either. That's something which is vital to a role playing game. It's not like
here's you talking to someone then
here's you attacking someone.
I absolutely disagree. Real Time and Turn-based are just completely different beasts. Real Time with pause is still real time. It's not in between or a "best of two worlds" thing. Neither one or the other is "best" - they are just different - and as with any game design decision it matters so much on how you do it, rather than what you do.
The question is what type of game you want; what the definition of role playing game is. I am not among the "purist" people, but I do think they have a good set of arguments.
Originally role playing games aimed at playing a role of a character, including those with vastly different skills and abilities than what you as the person playing possess. With that in mind abstraction becomes a necessity. It's not about how quick your - you as a player - reflexes are or how accurately you can use your mouse, but about what the character you role-play can achieve or not, based on their skills, traits, etc. Turn-based is essential if you aim for this type of game.
[To take it away from a computer role playing game situation - it's not about how agile/strong/charismatic or not you as a person are - but about what the character you control can or can't achieve.]
In these type of RPGs player skill base should not enter the picture (aside, from, of course, the fact that you are more intelligent than the AI - which is unavoidable no matter what game-play mechanics you use)
I strongly disagree that real-time for whatever reason is more "intense" by default than turn-based. X-COM can be pretty damn intense, as can Jagged Alliance be. Both feature well-designed turn-based combat, and that's the key. If the system you use is implemented well enough the person playing will experience intense moments. In a well implemented turn-based game this is more of a "mental" intensity, whereas with real-time focused systems it's a more "physical" type. Neither one or the other is better. Just different. A badly implemented real-time system can be just as "intensely" boring as a badly utilized turn-based one.
I don't get the last part of your argument. By and large (Alpha Protocol being probably the only example against) interactive dialogue in games is much closer to turn-based than real-time.