One can, you can't. Tactical advantage is, of course, a better reason than laziness.
Spells also can hit things ranged cannot and are always fully accurate. Part of why magic is too strong. The other part is too much mana. Although RChu1982 shows us that it's not enough when the party is at extreme levels. Furthermore even one in one million million is more than zero in anything.
Vestigial systems make design look lazy and under-achieving. The bigger issue is that rest spamming seems optimal. But it is the fool who optimizes the fun out and than complains about it.
There is a difference between rationing and hoarding, but I know with whom I speak, so that's my oversight. Best systems imply that items should be used, sold, or ignored completely. Also, I feel like consumables should tie in to inventory limitations and exploration to create an air of preparedness. They need not be strong, they need to be fun. And not everyone's fun is power. See also gamer motivation profile. It doesn't help that the common consumables are typically exactly that, such as healing and curing hooverables. An interesting case study would be FPSes with inventories, and why they tend not to work.
The best real-time combat is like dancing, so... today I learned that dancing lacks rhythm. But positioning is a boon of tactical turn-based combat, and the formation wheel is one of the best features of Wiz8. Sadly it doesn't respect the phases as-is, but it rather a between phases reaction-based feature. Which is one of the ways speed hacks can actually increase the difficulty. But turn-based blob combat helps to let something else shine, which this system fails at. And Fallout, yes really, allows more shenanigans. I fully understand why there are people who prefer the combat of Wizards & Warriors, even if it's more like one of those car-boats. Because, at least, it gets out of your way. So you can, like, enjoy the level design. Although, I get how that's not an issue with Wiz8. And I say that as someone who actually likes the unexplored caves, but I like Daggerfall's dungeons, so my tastes are objectively bad. I also like Proving Grounds, Dungeon Master, and PoolRad for a lot of the same reasons.
I'd argue that RTwP is a lot like a spork. One could judge someone's character by that, I'd suppose. It does better represent the way some people played AD&D than tactical turn-based combat even. Then again, so does phase-based blob combat. Also, how prominent was it outside of BioWare and Black Isle/Obsidian? I can name a few, but my impression was that far more games were real-time with optional turn-based—like the terrible in two systems Arcanum—Diablo-esque action RPGs—now called Hack and Slash—or just real-time systems—TES, Gothic, etc. And Icewind Dale is one of the best games ever made... that I'll probably never complete. I can't play full-party control RTwP for many of the same reasons I can't play RTSes. Thankfully I can enjoy single-character control RTwP games. Hell, Neverwinter Nights has lots of rhythm, even if it has a lot of issues. Like slow, slow low-level combat. But most of its issues can be blamed on the multiplayer focus. And, of course, the game most people use as an example of how RTwP could be good if devs tried is Freedom Force. Also, Darklands predates the popular era, and is still put on a pedestal. Which reminds me that I need to play that game.
I decided to run a RDP, and wow, these character hit so much more often than the melee DPs (CDPs?), and for only a little less damage. That, of course is only for the extreme short-term, and, of course, an MDP is a lot stronger, even at this point. The thing is, of the three damage types, the only required one is melee, since missile shield is a thing, as well as a few bosses having too much magical resistances. But a magic only party can get that via elementals, but, ye Gods. And, have you ever bum rushed a queen ant, or some dreadmares? Nevertheless, RDPs are extremely fun because resource management is the most fun part of, well, practically all games where it is a feature. Adventure games tend to be more about the voice of the auteur, and occasionally, the puzzles, for example. I need to try it longer, but that's the hardest Gregor I've had in a long time. Had to use the guaranteed cherry and stink bombs. An alchemist or ninja would have helped. Or the classics of either grinding to level four, or just ignoring the giant roach.
Yeah, Rapax do casts magic screen, but, Rapax Samurai aren't supposed to. If high level ones do, then the end-user resources are wrong.
Fun aside: the save tokens in Dragon Quarter don't serve the same purpose as ink ribbons in Resident Evil. You can always guarantee more at any point, for a small price: having to engage with the inventory systems. Quell horreur! Also, I'm not sure I'd agree with either the claim that Resident Evil is easy, or that it is hard. But I digress.