Frankly, i think they're wrong. A game like say, Gungnir, even with its badly documented, but well thought out and unique systems stands head and shoulders above most other cargo cults of Final Fantasy Tactics (Hoshigami Remix for example, though that game has a single engaging system on its knockback puzzles).
In this situation i can well understand the viewpoint that makes a battle more entertaining if you have to think about your moves at least one step in advance. It's not enough to turn it 'super entertaining' to me, because that sort of effort is not variable or attention grabbing enough to not get tedious in a heavy random encounter game.
I'd support a scheme like that for a actual tactical simultaneous turns game (not turnbased, Frozen Synapse for example), ie: games where 'missing' is natural, and planning ahead several turns is made more complex by it; but on TB rpg with no movement and few combatants it feels both superfluous and something i won't bother with because it's no great penalty, so i personally agree it might as well go away.