JRPGs, because they tend too be longer, more focus on story, more number crunching, usually non-scaled enemies, better party systems, and more linear. My first two reasons go hand and hand. Because WRPGs put a larger focus on player influences in the story, the stories are usually shorter for replayability. This also means the story has to adapt to different story changes, which can degrade it. WRPGs also play like games from other genres with numbers added for no real effect. Enemies scale based on your level, so no real progression is detected. Allies also appear to be helpful in JRPGs, while in WRPGs they usually hurt more then help, if they even give you any. I also prefer linearity. Too many choices drive me insane. I also enjoy turn-based and real-time combat equally; however, I HATE random encounters. Plus I don't mind being placed in battle mode seperate from open-world mode. I also dislike The Sims type gameplay, like in Fable. JRPGs are usually focus completely on the combat and stats to aid combat. WRPGs try to chop that down to make room for customizing yourself and the game world like The Sims by making choices, having homes, etc. I guess the major reason I prefer JRPGs is that WRPGs sound like "Be your own person. Change anything you like. The world is yours to change" while JRPGs sound like "Join a group of heroes in epic conflicts in breathtaking worlds." JRPGs have a more epic feel to them.
I think I want to go a bit more into combat systems. I don't mind turn-based systems for the reason that they allow more options thanks to menus. Menus are the best way to offer choices. However, they only work in turn-based combat. Although slower, you can achieve more variety. Mass Effect tried having simple menus for biotics and such, and Fallout 3 had VATS, but to add them too a real-time system breaks flow. Both turn-based and real-time are fun, but turn-based just needs to have more emphasis on complexity, and real-time needs to put emphasis on fast-paced timing. This is also a small change, but when JRPGs have real-time combat, they are seperate from the open world, which allows better controls. The controls can be switched to something tailored for combat without having to give in to open-world travel systems. Rail movement would not work in exploration, but Tales of Symphonia, Abyss, and Vesperia use rail movement systems in combat because the systems are seperate from real-time. Rail combat allows more linear movement, which enhances action comands. Rather then having half your controls for movement and half for combat which limits real-time attacks, these three Tales games maximize the system and allow you to have eight different attacks hot keys rather then just the typical one or two. That is just scratching the surface. Linear controls for combat is what I would expect from shooters. Afterall, you just need shoot and melee. For RPGs, I expect more attack varity, so linear movement controls are essential. This is something WRPGs never grasp because open-world and combat modes are always kept together.
BTW, control complaints are geared toward console games.