Haven't played Nocturne so can't comment on that specifically. If it allows the player for ways to overcome encounters *without* resorting to grinding (the latter being only ONE options), then all the better. If not, though, I'm against the concept of having to grind up to gain the necessary abilities/stats to defeat an encounter (which doesn't apply if you're not supposed to be at that encounter yet - but that's balancing).
Yes, you shouldn't be able to mindlessly bash through a battle. However, you should be able to defeat it by playing your cards right, with whatever tactical options you have available with you at the time. Since that's not always the case (inevitable in a game where the RPG elements allow for quite diverse customization), you should be able to just assess the combat scenario, figure out how you should go about vanquishing it, and then switch around your abilities as needed. You should not be engaging in unrelated random encounters until you gained enough levels to obtain the abilities you wanted. The challenge should be in how you approach the tactical situation, bringing to bear (and realizing that you would benefit from using) the appropriate skills, NOT in grinding to obtain said skills. Grinding is not engaging tactical gameplay, it's just tedious.
Games that allow me to fundamentally alter my party setup with minimal penalties cater to this. Here are some specific examples. In Last Remnant, I can easily just switch around most of my party members on and off, and significantly change the setup of all my unions. This is possible because non-recruited soldiers are always available at the barracks, with abilities that are comparable (but different) to my current party (instead of needing to level up a new char from lvl 1 when you recruit as is the case in some other games). If my party is having difficulty in a battle where I think having extra item usage or traps (or spells or melee-based or whatever - it doesn't matter), I can rethink my build, then go to the barracks and switch party members in and out to create the new build. Zero grind, satisfying customization.
In Blue Dragon (which actually does a decent job at limiting grind - to an extent - via field abilities and avoiding actual encounters but still gaining AP), I was at some point stuck at a very difficult boss fight on hard mode. I couldn't for the life of me figure out how to beat the boss with my present setup. One solution was too grind for extra levels (which is terrible when it is the only option). Fortunately, the (pretty neatly-implemented) job system was made in such a way that I had a lot of spare abilities in my arsenal - it was less a matter of which abilities the character had available, and more of which ones s/he should actually bring in-battle (but still being able to alter things quite significantly outside of combat). So it was just a matter of changing a few jobs around, placing the appropriate abilities, and suddenly I was engaged in a very challenging battle - but still managed to win out this time around. Didn't have to grind, because the game allowed me enough diverse tactical options that I could choose via customization.
GAF loves Etrian Odyssey, but I found the gameplay too restrictive. Yes, there was a lot of customization, but the game wasn't flexible to allow you full access to it. If you committed to something, you were stuck with it. This 1) made the encounters somewhat repetitive, since you were stuck with similar skillsets through the game; 2) if you wanted to opt for different tactical options, you either had to create a new char at lvl 1 (especially guilty of this when you unlocked some new classes later in the game) or take a pretty penalizing level hit (5-10, IIRC) to respec some abilities; this meant having to grind to catch up, or having to be stuck with an underleveled character. More important, it meant that respeccing was not a viable option in most situation (perhaps you'd do only once or twice in the game); you are thus stripped of the ability to reassess and recustomize your character if that's what you want. You had to make do with what you had (which can be a good thing if done well). What I really disliked is how penalized you were for trying to opt for more diverse tactical builds (keeping more characters around). It's really too bad. If you had the ability to create new chars/builds that would gain the same level as your current party (or more accessible respeccing), the game would have been a lot more enjoyable for me, and the game would have encouraged more build experimentation. Some people like the restriction; just didn't click for me. Apparently the sequel improves somewhat on this, but I think I'm done with the series.