But you have to admit, that is an accurate description of JRPGs. The only difference is what they do to add depth and difficulty into the game. Pokemon for example, did a fantastic job. Rogue galaxy tries to add monster variety, but it's not enough.
edit: sorry but i have to mention chrono trigger too, definitely introduces an amazing attack combination system.
Most people do not play JRPGs because of their innovative battle systems... most play them because they are fond of their (oft-anime-esque) storylines. When they do have better-than-average and/or unique gameplay mechanics, which more often than not equals a fresh take on a battle system, players and critics tend to laud this aspect simply because this is not what JRPGs are known for... at least when it comes to innovation. With JRPGs, the innovation comes from the storylines and settings: Parasite Eve with (then) modern New York City, Eternal Sonata with the (fictionalized) life of Chopin, and yes, Rogue Galaxy with their space pirates.
And if we're being honest, most JRPGs fall into one of two cams when it comes to battle mechanics: 1, the Final Fantasy/Dragon Quest school, or 2, the Star Ocean/Grandia school. Sure there are exceptions to this rule (such as Infinite Undiscovery, which further builds upon innovations started with Final Fantasy XII), but these are by no means the future of JRPGs... at least, not for now.