All but the latter ("We make it like Infinity, people liked that combat" - okay, fair enough).
One can't just compare RTwP to RTS, because of different scale and pace. In RTS, combat areas are massive, troops are numerious, and the life of single trooper does't mean much. And if there are special characters, they can be revived without effort in some time, usually. It's basically your resourse bloat vs. enemy resourse, and APS capability. So, if you made a mistake in, say, Star Craft and siege tank wiped your ten hydralisks, you just make more of them. If you made a mistake in RPG and your cleric got down, you can't make five more in your barracks.
Usually, the whole "mastery" of RTS is about APS anyway... and you know what, RTS does not *usually* have pause!
Then he goes authority and all, like, he played a lot. Well, so did we. Would be nice to hear some examples, because I can't name any party-based RTwP game which is more tactical and difficult than turn-based ones.
For the second part, he just says - you will have a lot of options, and classes will be cool. How does that answer question of "what exactly are you going to do to RTwP so it would be tactically interesting?". Or rather, that just does't answer what is their system *exact* advantage over any other. You would have a lot of options and would need to use positioning. Cool, more time in pause mode. There will be more and more options opened, and you have to combine them with basic ones. Cool, even more time in pause mode. You will have to use every combat skill to make it to the end of the game... which is *exactly* the reason why overcomplicated systems like D&D3 work so bad in RTwP.
What I really want to know, is what is that thing that would make PE combat worth it to actually be in real time from the start. Just randomly out of my head - if he'd say "Well, if turn-based games when spell is cast, you can't do anything to it to react, but in our system, you can react to enemy spells when they fly, counter-spelling them or even make them change their direction or targets".
You know, something like that. Design features which make continious combat in real time with pause better for that game than turn-based.