and its map-style interface, which puts many scenes a fair distance away from each other, to be greater failings than anything to do with its fight mechanics (which imho are as reasonable as is possible without different modes, as Savin says), and what people really mean when they say it's "too complicated".
That's also kind of a drag. I think the map interface works just fine in and of itself -- the problem is that each "zone" is usually separate from all the others, and you often have to slog a long ways to get fucking anywhere. TiTS needs better fast travel, basically. This disconnect between zones is also pretty limiting story-wise, and demands players do a lot of backtracking to see old favorites (which is only going to get worse with space encounters coming). But that's another story.
Anyway. Let's look at Mhen'ga: if I walk my fat ass out of the city (which takes like 10 mindless clicks, based visual map be praised), I can hit east-west on the first 3 tiles and encounter everything in that zone's encounter table (Zil of both sexes, C.Snakes, Kerokoras). If I want to encounter VANAE, though? Fuck it, gotta huff through the ENTIRE PLANET.
That's one of the reasons I added the Taxi service. It's dumb as bricks, but fuck it, beats clicking 100+ times across 3 zones (plus dealing with random encounters) to get from the DMZ to Taivra's palace again. Now I can just magically get like, 10 squares from the palace gates. The disconnect and slog's getting better over time -- different zones are now clearly demarcated (ie, the light and dark green tiles in Mhen'ga), and hopefully we'll get better fast travel options over time. Smaller zones in the future might help... but at the same time, that risks making the game world seem small and claustrophobic. Hard to find a balance there.