Did you consider this idea for combat from some time ago?
for combat, one thing you could do is that people, when monsters are encountered, describe the kind of tactics they'd use, and then you run combat (multiple rounds) until something big happens (eg extra monsters appear from the walls) or you think they might have reason to change tactics (eg somebody got wounded bad).
So people still get a chance to react to the situation and such, without going through the battle blow by blow. Also helps prevent people having/trying to set up enormous flowcharts that dictate possible actions and counters, which might happen if the whole battle is done through preset actions.
I did, but there's the problem of how are weapon skills and such like that used? Automatically in the right situation?
Not to mention it kinda pulls players out of the game if I'm doing all their combat for them.
It's a conundrum that I can't even look to other systems to solve because everything else is based on doing things at a table or at least online over something like skype or IRC. The issue always comes back to the fact that I can't rely on players to post multiple times a day, and that they can't always rely on me to do that either.
Maybe have a set of variables, and when combat starts players have to specify the 'behavior' they go for, after which you take it into account and run the turn. For example, level of aggressiveness, magic use, how much attack vs defense they focus on.
Eg. encounter starts, you describe it, a player then (if he chooses to engage in straight-up combat) specifies
-aggressiveness: keep on pressure/retaliate but don't pursue/stay on defensive/try to disengage orderly
-What weapon to use (if he has multiple)
-what to target (specific enemy, or specific part of large enemy, or to just engage targets as convenient)
-magic use: are you willing to use ability/item X in this combat or not, about how much of your magic are you willing to use (none, a little (10%), a lot (50%), all out (100%, just shy of getting corrupted).
-attack vs defense: all out attack/balanced/focus on defence
Just a short example of course. Could get a little bit of rock-paper-scissors effect perhaps, with certain stances/styles/techniques being better against certain others/against certain monsters or working better or worse in conjunction (eg: 'focus on defense' combined with 'keep up pressure' effectively means just following your target if he tries to flee, but not actively attacking it, so you might just end up in a prolonged staring contest).
And of course, even if you use something like this, you can chose how large the time increments are to give players more or less chances to change tactics.