In my opinion, the best way to fix this is to increase the state space of combat.
Because if you look at the issue, then a succinct description of it is that the possible space of (meaningfully different) states in combat is too small, and as such states repeat, and obviously in the same state the same sequence of actions is ideal.
How can you increase the state space?
On the other hand, as you say in the OP, adding timed button prompts, or the ability to speed up combat, are merely mitigation strategies against boredom which don't fix the actual underlying problem. That's not to say that they aren't welcome -- a game with very fast but often boring combat is far more playable and fun than a game with slow and often boring combat.
Q has my favourite battle system in JRPGs, and unsurprisingly, it fulfills both point 1 and 2 above.
Because if you look at the issue, then a succinct description of it is that the possible space of (meaningfully different) states in combat is too small, and as such states repeat, and obviously in the same state the same sequence of actions is ideal.
How can you increase the state space?
- Have meaningful positioning.
This seems like an obvious point, but it's remarkable how much meaningful positioning (and therefore, also meaningful targeting and areas of effect for skills) increases your state space. - Make the environment the battle takes place in directly influence it.
E.g. in Baldur's Gate, or pretty much any RPG where the battles take place on the same map you are exploring, the layout of the battle location (is it open or narrow corridors? is there a location where you can easily bottle up enemies?) has a huge influence on what type of tactics you have to employ. Divinity: Original Sin takes this even further. - Increase the number of possibilities within existing classes of possibilities.
That would include adding more enemies, more skills, more status ailments or buffs, etc.
A disadvantage of this compared to the other two options is that it doesn't add an entirely new dimension to the state, so it's additive and not multiplicative, and in many cases (e.g. enemies) requires lots of assets.
On the other hand, as you say in the OP, adding timed button prompts, or the ability to speed up combat, are merely mitigation strategies against boredom which don't fix the actual underlying problem. That's not to say that they aren't welcome -- a game with very fast but often boring combat is far more playable and fun than a game with slow and often boring combat.
BoFMake more combat like Breath of Fire Dragon Quarter.