Random encounters compliment these styles of game play
-A game based around survival without main goals outside of leveling up or finding a rare encounter.
Pre set encounters compliment these styles of game play
-A main story and goals that are not solely based around the games combat.
In other words, if the player ever has a goal other than to fight random stuff in an area then you want to avoid random encounters. If you do intend to use random encounters when the player has other goals in mind outside of just the games combat then you want to make sure you limit them and give the player the option to turn them off or avoid them.
Random encounters are only good when they are the point of the game.
I don't really agree with this at all. Random encounters,
if loading times, encounter rates and difficulty are well balanced, work well in almost any environment.
Touch encounters, or real-time action systems, require much more work to be functional, and therefore are also much more likely to fail if the developer hasn't spent enough time and planning on the system.
For that reason, I'd say it's the other way around - "Random encounters" is the easiest, most accessible and less worrisome battle system a game can have, while touch battles and real-time action systems should only be used if the entire game has been made with that system in mind.
Of course, at the end of the day, a botched battle-system is a botched battle-system.
The more complex a battle-system is though, the more effort it takes to
not botch it.
I do agree that random encounters demand attention in development too though, and that when other aspects of the gameplay are more central than the battles, the battles should be removed or toned down. This is true for everything though. Devil May Cry 1 is a good example of a game(without random encounters), where the battles occasional are extremely annoying and distracting(when you're backtracking etc).
A side note to the topic in general -
One way of balancing out random encounters would be to make consumable items that turn on/off encounters for a period of time.
Alternatively/additionally, you could have a consumble item(s) that allows you to exit battles.
Or you could do the above with a skill that uses TP - I.E when you've battled some and gained TP, you could use that TP to turn off the encounters for a time, or exit following battles.
In any case, there are many ways to make random encounters barable without having to do large amounts of changes to the core RPG Maker system, using common events etc.
Making a good, non-intrusive touch-battle system, IMO would be much harder(so hard in fact, that even veteran developers from large companies often fail to do it right).