Even though the greatest achievements in RPG history have been accomplished with turn-based systems and that I have seen many real-time combat systems that kinda suck, I must say that I'm amazed by how series such as the Tales of series have such an amazing and addictive combat system.
Tales of Graces f has shown a way to radically transform the battle system as we always knew it. Instead of having simple attacks for most enemies and then using the MP/TP/SP/ETC.P. moves for bosses, Graces transforms every single attack into a special move. And with its Chain Capacity (CC) System, You don't have to worry about any depletion of any bar that may restrain your ability to chain special moves. And I personally think that is AMAZING. Many turn-based games have some special moves that are WONDERFUL but their costs make them not useful in normal battles where fancy moves are unnecesary.
And wait....now that I think about it, the OP talks about how they are pretty much the same but the changes are seen in execution time... Mmm... Well, maybe we could see it as being able to chain special moves WAY EASIER than in games like....I dunno... Legend of Dragoon, where to even use these super special moves that are really cool and use up your MP you need to be transformed, and for that you need to chain with the timing-based system the game has to rack up some points.
I don't know where am I getting to here, but one thing is for sure: to me, Tales of Graces f has done what I always wished to see in an RPG: fancy moves being every single move so even the tiniest of enemies can be finished in a spectacular fashion with almost no worries at all. After all, launching all those over-the-top moves against bosses all at the same time was fantastic. Limit Breaks, Overdrives, OverLimits, Summons, the most powerful magic available; all those combined to make your party look like gods on the battlefield. And with this, I'm out:
https://www.youtube.com/watch?v=JrI7i0Qu-Q0