Not that I expect you to change your combat system at this point in development, but I'd hope you will consider this if you make another Android game (hell or a PC game). And to be abundantly clear, I'm talking about turn-based tactical (where you move your characters on the battlefield), not JRPG style turn-based.
As for why I did it, I will explain a little because it is the single most asked question I get over this game. It is in all aspects an "old school" RPG, except in that. So why didn't I go turn-based?
I am myself a turn-based fan, with my favorite games of all time being Darklands, Gold Box's Pool of Radiance, Wizardry, etc. For me Baldur's Gate II is a "modern game" so I fully understand where you come from and what you are looking for in a game, believe me.
I decided for my first project to try to target mobile, because I saw much less competition there. And I think action-RPGs suit more the kind of playing habits, during shorter periods of time. Also, I wanted to leave open the possibility of cooperative multiplayer, which I don't think is fun in turn-based games. So I opted for a Diablo-Like action.
However, this is still more on the RPG side than on the action-game side. Stats play a heavier role than skill, as you'll auto-target enemies, weapons have a fixed attack time, etc. I think controls work well and are responsive. You will succeed in this game if you make the right conversation choices, if you don't run into all enemies at once, and if you pick the right equipment and skills for each encounter. Your reflexes or skill will play a very minor role.
EDIT: and no tap-mashing, you can keep tapped the attack button, for instance, and your character will attack at full weapon speed.
I invite you to Alpha test it, if you want. I really need more testers, and I am sure you'll enjoy at least some things about it if you're an RPG fan. I need the feedback too!
Also, my objective with my first game was to build a fully functional isometric game engine, I already have that, so my next project will likely be turn based and focused on PC. Still a long time until that, though. I will release a public beta of EK in mid December, and then keep adding content to it at least until March.