Well turn based is simpler to code, but real time is more popular. However you could go for something inbetween, ever played Panzer Dragoon Saga (also known as Azel: Panzer Dragoon RPG) on the Sega Saturn?
Well in that, the battles appeared to be real time, in terms of timing your attacks it definately was real time, but as the battle played you slowly filled up gauges which you used to attack, some attacks used 1 gauge, some used 2 and some used all 3. The speed of characters controlled how quickly the gauges filled up and when someone was attacking is was basically turn based where everything waited until the attacking character had finished. If this is just a matter of a soldier popping a few shots, the action could flow quite rapidly.
Also, when it came to positioning in PDS, you could move around your target in 90 degree turns, while moving your gauges stopped. This could work for individual soldiers where you can tell them to move at any time but their gauges will pause while they move. Slow moving characters will be affected badly by this whie fast characters can move and attack quite rapidly.
This wouldn't be as easy to code as turn based but will be simpler then real time. I'd love to see another game re-create this battle system because I loved PDS.
On another note, you're working on Inverse Kinetics in DB? If this is true could I see the source code for it at some time? I've been working on an integrated animation/ai system and IK is something that would really be a benefit!
Thanks and hope my suggestion catches you imagination.
Avan
It's all a dream, trust me...