I would suggest to make combat somewhat like it is in Strategy Games
Tactical and strategic side of skills are player-based - Retreating, Combat style used, Multiple stances, Which spell to cast, which weapons are better for a specific enemy, Terrain advantages(Being on top would give a character defensive bonus for example), and combined forces for "guild" wars(So the position of a "commander" in a military "guild" would make sense as the way characters are positioned would influence on the way combat happens. IE: A "wedge" formation would give an offensive bonus while "phalanx" would give a defensive one and so on).
Having a fully character-based "combat" like in "The Sims"(where you click on someone your "Sim" dislikes and then on "go for a fight" and just watch it) would be as interesting as watching an ant walking on a table. Still there could exist an "automatic" option like in some turn-based classic CRPGs, but taking over the tactical and strategic part of a combat as the player is usually better, as making a believable game AI for such things isn't an easy deal anyway.
Combat skills are character based(or "unit" skills based in Strategy Games), and thus if you lack a good connection or dexterity with a keyboard and mouse it wouldn't influence in any form.
Still such idea would work better on a turn-based combat system in my opinion.
Real-time in one way or another will rely on players agility.