Definitely JRPG but instead of being completely menu based, they let you move to select your targets which is neat...but still JRPG.
Care to explain? They're kind of all over the place imo.. but it's still one of the few genres where you can find classic turn based RPG goodness (even that is dwindling now though).
My problem with JRPG is that setting doesn't mean anything in terms of combat. Think Jagged Alliance: a defending unit might be behind a wall so odds of hit are low and if a hit occurs, it will be weak because the bullet had to go through material to hit the defending unit. An attacking unit can be buffed, for example, if they're prone with a sniper with a bipod on it. Not only that, being prone means they're a really tiny cross section so they're unlikely to get hit but if they do get it, it will be bad. And if that weren't enough, add in the fact that this prone sniper is 200m away from the enemy whom has a rifle with an effective range of 70m; the prone sniper has huge attack capabilities and huge defense capabilities but balanced out by having low movement capabilities (take a lot of action points to turn, get up, and prep their gun to run. By removing setting (as all JRPGs do), none of these important figures are accounted for. There's very little in terms of strategy so it fundamentally becomes worshiping RNGesus. You can't use logic to stack the deck in your favor.
Jagged Alliance is probably the best example simply because their systems allow for so much variety. The more common type is that seen in Shadowrun, Wasteland, XCOM, and Xenonauts:
1) use cover (and deny your enemy cover by flanking or explosives)
2) stack your units in preparation to storm a room
3) use the turn counter so once you make your move, you have plenty of availble units with turns to inflict serious pain before the enemy can respond
4) take the high ground so you can see what they're doing before they know where you are
5) study enemy types and patterns (e.g. typical groups). For example, those reptilian infiltrators in XCOM like to land on high points on a map and overwatch. Having a sniper up high with the ability to attack targets in another friendly units line of sight can translate to quickly wiping them out when they don't have a chance to respond. They're also weakly armored and not very evasive so even a heavy with two shots can take out two visible infiltrators by itself.
All of these things can stack the deck in your favor before a shot is even fired. JRPGs distinctly lack these things. Because of their reliance on RNGesus, they're more like gambling and grinding (because literally the only way to stack the deck in your favor is to be leveled higher) games than actual strategy games.
I saw many of my family members playing a "game" where they rolled 10 six-sided dice over and over and over again until all came up the same number. How is this fun to anyone? It's fundamentally what JRPG combat is. The dice are just hidden. Yeah, sure, some might try to complicate things with defense types and attack styles but fundamentally all that does is add a spreadsheet to your dice rolls. Every gamer needs more Excel in their life...said no one...ever.
EVE Online addicts don't count because they're obsessive to an unhealthy degree.
TL;DR: JRPGs made sense in the 80s and early 90s simply because of technological limitations. Today? No, just no.