NuffCatnip: I'm more of a fan of real-time-combat, turn-based combat can be fun (like the Shin Megami Tensei series), but as you said, it can be static and tedious.
Leroux: I like it when it involves positioning and making use of the terrain and such (e.g. Divinity: Original Sin, the Shadowrun trilogy etc.), I just don't find it very immersive when your exploration of the world is interrupted, your characters are transported to a different screen and you just click on the same menu options and watch the same animations again and again. Admittedly, there are JRPGs with tactical positioning in terrain as well, I just haven't had any experience with them yet.
Anyway, headaches suck, I hope you get rid of it soon!
To me, the positioning mechanic just slows down combat. It also has a tendency to overly favor ranged attacks over melee attacks (though the problem is worse in games like Ultima 3-6 and Nox Archaist where you can either move one square or make a ranged attack). I find that the strategic space is big enough without the factor of positioning, particularly when there's mechanics like status ailments, resource management, and the occasional high level ability that affects the very turn structure. (Or, rather, such abilities *should* be high level, at least those that change the number of turns the character gets; Stranger of Sword City Revisited's Clock-up ability is probably too powerful for a level 1 skill.)
When games with non-tactical combat get hard, combat can actually become quite interesting. I've seen this happen in Dragon Quest 2, particularly when fighting enemies by the final save point, where you need to think carefully about each battle. (And in the original version, there are no animations, so no need to worry about watching them every time.) There's some scary enemies there, so you're never safe (not even at max level, unless you're playing a remake and are running from everything), but with practice, you can get to the point where the chance of having a character die is fairly small (not 0, because what if a Blizzard casts Defeat before you act and you get unlucky?). Also, unless you're playing the original Japanese release, the penalty for dying is not severe; just go back to the final save and your party will be revived (on game over, you lose half your gold, but you're well past the final store in the game at this point).
Also, the games of this sort that I play usually don't involve clicking. (Well, in some versions of Bard's Tale 1-3 and the PC version of Elminage Gothic, you *can* click, but that's not the only way to do so, and is not the way I prefer to play those games.)
By the way, what's your opinion on games like Final Fantasy Tactics and Fell Seal: Arbiter's Mark? (Those two games, and others like them, have tactical combat, but don't have any exploration outside combat.)
NuffCatnip: I'm more of a fan of real-time-combat, turn-based combat can be fun (like the Shin Megami Tensei series), but as you said, it can be static and tedious.
To me, turn-based combat is the reason that I play RPGs; if I want real-time, I'll just play an action game (like a typical Ys game, for example, or a Metroidvania, or even a bit of Celeste).