fwiw, FF7 was never turn-based. It was always "active-time" (not to be confused with "Real-time," which is what I guess you see in FFXII and on?)
FF X (and I) were turn-based. I think the real FFII on Japanese NES was also turn-based, but that wasn't released in USA so it doesn't count.
FF II--the real one, because it was America FFII--was the first "Active time" system.
Good points. People use "real time" battles as the line of demarcation and it's not.
To me the line is this: when I want to attack an enemy, do I select it in a menu and then the enemy gets attacked or do I have to run up to the enemy and actually hit them with a weapon?
Menu based battle system= A Good Final Fantasy
Actually have to hit the enemy= An Abomination Carrying the Name Final Fantasy
I know there are some hybrid systems, like the Stick of Truth or Super Mario RPG when if you hit a button at the right time the damage increases or whatever. I am not a fan of hybrid systems, but I will take a hybrid system over a WOW system anyday. Often in those systems I gravitate towards characters whose attacks rely less on these timing elements.
The hard part of a great JRPG is never ever how you conduct a battle. The battle should be won or lost based on how prepared you are before your fight- aka the levels you are at, the equipment you have, etc. The hard part should NEVER be perfectly timing attacks, it should be the patience needed to grind some damn enemy a hundred times to get some rare item drop that then breaks the game in your favor.
I don't think cut away battles are needed though. How Chrono Trigger did it (enemies on screen, menu comes up when fight starts) is perfect. Every RPG since Chrono Trigger should have just been copying Chrono Trigger.