I've got one for the Typical Turn-Based RPG:
The Tiamat Sacrament
I honestly think that if this game had its own graphics, it would have fit right in during the 16-bit era. As it is, it does a pretty good job using sprites that don't clash with each other and working within their limited animation.
The hero, Az'uar, is a hatchling dragon, which already makes him one of the more original RPG heroes out there, and his character is actually quite interesting and well-written. The plot itself is about as cliched as you can get, complete with an evil empire, a technological fortress, and a masked second-in-command who clearly has a connection to one of the party members. To the game's credit, it handles these pretty well, playing them earnestly without going up its own ass with melodrama and philosophizing like some professionally-made RPGs do.
The party members are all wonderfully differentiated from each other, possessing different mechanics for fighting and learning new abilities. Az'uar can use elemental runes in various combinations to charge different breath attacks and inherits new powers from the other dragons by wearing their soul gem in battle (pretty much like magicite in Final Fantasy 6). Xandra, the second member, learns new skills by observing enemies using them (Notably, this seems to include every skill that any enemy uses that's not a dragon power.) and can seal weakened enemies into runes for Az'uar to use. Kelburn, the final member, gains different techniques depending on the swords he's wielding and can channel the runes as Az'uar uses them to perform elemental sword attacks that focus on a single enemy as opposed to Az'uar's multitargeted breath attacks. The end result is that each character feels unique, and everyone depends on each other to fight to their fullest potential.
It's also worth mentioning that animations in battle are extremely quick, and fights almost never come down to mashing attack because the right skills always get the job done faster and more efficiently (MP can be recovered by defending, too).
Aside from that, sidequests and hidden areas almost always yield rewards that are actually useful, and the puzzles in the dungeons are surprisingly logical and enjoyable to figure out. There are even tactical army battles; they're a bit clunky since they're controlled through dialogue windows, but it's an admirable effort.
The only real knock I have against this is the same problem a lot of other RPGs have, where the game gets easier as it goes on, in this case due to the party constantly getting new skills to cover different situations. It's not a huge flaw, since the battles have still been fun even with that.