I was doing sideview but opted for front as it's just going to be much easier on me in the long run since I'm making all the battlers myself. But everything is animated a bit thanks to a program called JuiceFX so at least everything is moving lol.
For me, though I have a slight preference for sideview in general due to the early Final Fantasy games, the issue is more largely connected to not having had an adequate frontview battle system.
What I mean by that is, I HATE not seeing the character sprites - and I also hate not having the characters (and enemies) actually moving up to and using an attack animation on its target. So for example, mystic quest style system I'd love, but usually the scripts/plugins that replicate this are not as polished as the ones I've found for sideview.
Incidentally, the mostly frontview style battlers from Ace are by far my favorite of all the RTP, but I also don't like the small amount of battle space the ace engine gives in comparison to MV - I usually have to end up reducing the size of ace battlers by half.
Some things can really be cool with a front view system that can drive home a narrative through combat. Take one scripted fight, add in a common event, and sprinkle with simply enlarging the built-in-to-MV slash effect animation to the size of the screen. That will grab the players attention! Yes, it can be done with SV, but it loses something in the translation.
Honestly, I think it depends on the Game. If you are planning to make a Frontal View Battle system, Make sure you make other Mechanics to keep the Player interested, Don't count on just the Battle mechanics.