I don't know what game you're playing, but Deadfire is an extremely balanced game in RTWP, and your examples do not in any way prove otherwise. Resolve may be a dump stat, but it's nowhere near as severe a dump stat as Dexterity (which you can dump completely with no consequence) or even itself (both attributes which are reliant on duration are worse, not to mention that low defenses don't mean as much because you aren't being attacked nearly as much) in Turn-Based Mode. And well... that's the only substantive point you made to that effect so there's not much else to argue against.
Regardless, the suggestion that there's "very little to ruin" is absurd. Each attribute in real-time has value (yes, even Resolve). In Turn-Based, half of the attributes either suck or are worse in almost every situation unless you're gaming the system towards specific break points. This irrevocably makes combat worse, because the problem isn't just that you "can't follow build guides" anymore, it's that there are much fewer good and viable builds to begin with. Equipment choice has been similarly damaged, since Initiative is only situationally useful, unlike the original Action Speed which was always useful (meaning balance-wise there's almost no reason not to dump your Dex and then throw Heavy Armor onto most of your characters). Turn-Based also rewards extremely cheesy strategies like kiting with ranged characters and just generally running around like an idiot because there's nothing that really punishes you from moving around all the time when attacking and even if you dump your Dexterity you generally still have more than enough Stride to outrun monsters for a little bit (except for the faster ones, I'm sure). It has a LOT of issues that the original version of the game (even beyond this, and this is just the stuff I had marked down after the first HOUR of playing TBM, I'm sure there are many more nuanced flaws) didn't have because the original mechanics were actually designed to operate in the format they were created for, and they still are but have just been kind of tossed into the Turn-Based Mode without much consideration.
Either way, Deadfire is really well-balanced in RTWP. There's an incredible amount of build diversity, attributes scale reliably in a way that makes sure every point is always useful and dumping any one will always be felt, there's a compelling reason to choose between different armor weights and weapon speeds because Action Speed/Recovery Time fundamentally effects your damage output and number of hits as compared to the other side, running around recklessly is quickly punished and you're consistently rewarded for having your units in position before battle conditions change, and so on. I don't know where you got this impression that Deadfire is somehow not a balanced game, there was certainly a problem with difficulty for a while, but on a mechanical level Deadfire has always been exceptionally well polished and thoughtfully designed, with a perfect balance between clarity and depth. And in terms of buildcraft, you could pick basically anything and make it viable as long as you had a basic understanding of the mechanics.
I'm not saying you're wrong that TBM can be fun, because as I said earlier it benefits from many of Deadfire's strengths. It still has the really awesome Afflictions/Inspiration system, and I like how TBM plays up elements of combat like the Interruption/Concentration system (and other such nuanced factors) because you really have the time to buckle down and consider your moves. I also don't mind if you prefer it due to just generally enjoying the format a little better. But it's a tad (and that's an understatement) ridiculous to suggest that it hasn't broken the vanilla game's mechanics on a fundamental level. And no it's not simply a "new meta", Turn-Based is provably a shallower, less balanced, more unpolished, and significantly worse version of the game. I honestly believe it's absolutely crazy to suggest that it's somehow an "improvement" to Deadfire's combat, you'd have to be looking at this situation through an insanely tinted pair of glasses to see it that way, especially if you've ever even touched other far more polished and well-considered Turn-Based systems like Divinity or XCOM. It's an alternative, one that may be more fun for a certain type of audience, but it is in no way an improvement (especially when core mechanics often don't function properly or are ignored by the AI, Engagement is so ridiculously finicky there and the AI often seems to just intentionally provoke Disengagement Attacks even when it's a hilariously bad idea, which is something that never happens in real-time and thus greatly mystifies me... and have you tried Galawain's Challenge? Man those enemies do not seem to be aware of their bonuses).
PS: Couldn't find somewhere to fit this, but this claim that individual actions are more significant in TBM just doesn't sit right with me. Like, sure, they get spotlighted more thanks to the way the mode works. But the way the mode works also makes those individual actions less significant. It's much easier to miss AOEs without the ability to retarget them, attacks are less effective and deal less damage over time because you output so much fewer of them with the dexterity changes, and because there's less punishment for moving and attacking simultaneously (since enemies can't react right away) you're under quite a bit less pressure while trying to set up any particular strategy.
PSS: I think you're underselling just how tedious TBM is. As I said, damage values are still tuned for real-time, but the pacing of the game is much slower. Even on fast mode, battles take an absolute eternity. The beach cavern on POTD in Real-Time takes 10 maybe 15 minutes at most to clear, the same cavern takes more than an hour on TBM (I believe I even have video evidence of this). TBM makes combat encounters more than five times longer on average from what I can tell, and even worse it reduces the importance of resource management. Whereas in RT when your abilities were all gone, the fight would be almost over, in TBM the fight's still in full swing. There's a construct encounter in that cave which took me more than 30 minutes, and 80% of the fight was spent flank killing the one dude (with only basic attacks) because he has so much health and you do so little damage. That fight takes maybe 5 minutes at most in RTWP, and he's much easier to cleave through because he's so slow that you can get out nearly five attacks by the time he outputs one, but TBM puts enemies designed like that onto an even playing field they weren't designed for and it creates extreme tedium. I literally cannot imagine trying to beat the whole game on TBM, I imagine it's already 60-100 hours long with the DLCs, and I'm sure just by the virtue of playing TBM you'd more than double that playtime due to just how long combat takes (and that's probably underselling it as far as I'm concerned).
TLDR: No, it still feels very, very tacked on. Which is not to suggest the devs didn't put a lot of work onto it, but that it was stapled onto the existing game in an inefficient way despite not being a good fit.
PSSS: btw I just want to make clear that I'm also glad the mode exists, but you are greatly understating the depth of its incredible number of very problematic issues, and greatly overstating the original games flaws in comparison.