I'm not opposed to it. I don't need the combat to be fast.

But I think there isn't a particularly good argument for it. A turn-based system makes sense for a single-player game because each character is unique and you can only focus on commanding one at a time. However, in a multiplayer game, each person can focus on commanding their individual character at the same time.

Now if you think about old FFs, the timer until their next turns was available was essentially their GCD and some of them at least had settings to adjust the speed of this.

What they can learn from these old FFs is how to actually create interesting character attributes, elemental effects and status effects, which they consistently fail at, at least in part due to their excessive concern for making the game ultra simple so that new and casual players can grasp it, even though I would say that some of the old FF games made it easy to grasp these concepts like Final Fantasy 7, where there is no way anyone could be confused despite having functional status effects, elements and effect customization.