I've never liked the distinction "JRPG" anyway. A lot of games now (Persona, Mimana Iyar, Atelier) have more in line with a title like "Anime Fantasy Adventures" than anything else. I'll try and expand on what I wanted from each of the criteria I listed.
1. I have no problem with battle systems in general, unless they are bogged down by slow animations. My concern is most games feature random encounters (the older games) or end up having waves of enemies in your path anyway. There shouldn't be any reason you are forced into any battle scenario, unless it's part of the plot. If I am forced to level for a boss, that is fine. What bothers me is wanting to get somewhere in a hurry (the end of a room or dungeon), but the game's mechanics do not allow me said freedom. The "forced battle" sensation of repetition, grind, and annoyance all coalesce. A gameplay style that allows for free movement (real time in an overworld) or gives a choice (item to skip encounters entirely) provides relief from said nuisance.
2. Ever have a boss fight where you died, so you had to fight him again...except he had a long ass cutscene you couldn't avoid? I know FFX and Persona had them. Usually, you can skip bigger FMVs, but what about simple dialogue sequences? RH was developed so every dialogue sequence could be avoided completely like every other FMV. That would cut down on time for subsequent playthroughs or retries, or any instance that felt insufferable. Once again, I'm looking for the option to do so. I'll get to "visual novel cutscenes" later.
3. Warp features or instant health had more to do with "forced battle" than anything else. Still, what if you're in a hurry, but can't stop playing because the game wasn't programmed that way? Nearly every new game in existence (portable or not) has autosaves or the ability to save anywhere. It has no bearing on how difficult the battles or bosses are.
4. Once again, forced battle sensation adds tremendous stress to a game. Some stress is fine: it is meant to build fear or excitement in the experience. However, the old-school mentality of "100 random battles in a dungeon" soon gives way to sheer frustration. A game can feature exploration without feeling like a chore. Once a game feels like a chore, the enjoyment dies.
5. Persona 4 is my favorite game. It certainly fits the mold of more an "anime fantasy" as opposed to that "stupid arbitrary definition that needs renaming." I venture that more than 50% of the genre is now bent in that anime based formula. There's a way to write those cliches while not being "OMG KAWAII!" about it. Atlus tends to bend without breaking into tortuous presentation.
Speaking of which, this is where I will get to "visual novel presentation" again. It all comes down to how the games are written and produced. Altus usually doesn't screw this up, but even they are bound by the technical limitations. The setup goes like this:
*Character shows up*
*Second long pause*
*Characters portrait comes up*
*Spoken line*
*Dead space*
*Other character speaks or character model moves*
That works fine for mute characters or non-voiced dialogue. However, you run the risk of start/stop/repeat presentation by giving voices. Unlike anime or higher budget games or movies, the spliced dialogue isn't matched up properly. That "dead space" is what I find awkward. I find that especially alarming when some games (Totori, Ar Tonelico) have bad actors, voice direction, or writing.
6. I've beaten Persona 4 more than enough to know the game does offer four endings. However, that is usually the limit of "choice." Like Deus Ex: HR, you're practically given "4 levers," and that's it. A hidden boss fight or secret ending is about all you're offered, even in Atlus' system. That's similar to Catherine. You can work towards different endings, but the development and arc of the story remains unchanged. A few of Vincent's thoughts are different, but I'd hardly call that massive choice. The writing and development, while centrally controlled, is so frozen, it doesn't give you the option for many things:
Avoiding relationships with major characters (Main female almost always falls for you or vice versa)
Changing Attires (DQIX was the first game in the genre I saw that had customizable outfits to that degree)
Character Profiles/Motivations (as Yahtzee would put it, you're wheeling mannequins around from place to place)
Hauling around and listening to people you might not like (Hope is part of the game...and will be forever)
I'm not saying there should be some dramatic shift in asthetic. I am in awe of some of the settings or atmospheres these games come up with (even if it's just modern Japan). My main focus is cutting down on the things that rip me from said enjoyment or render me the lack of choice.