That's kinda the point, they attack you so you can't get away... So that they can kill you. But there are alot of issues about real time combat that I feel are valid.
Personally I think that some NPC's should try to run away after taking too much damage.
AND if you attack a person, you should RUN into range to attack them instead of WALKING into range to Attack them. This is incredibly lame for Melee characters.
Aimed attacks should have a setup more in line with Fallout Tactics, where once you select where to Aim, they always aim for the same spot. Or Hell, even allow for a random Aimmed Shot. It could be done through a chat command like /autoaim ON (head, groin, torso, larm, rarm, lleg, rleg, random)
Grenades should take 0~3 seconds to go off. Not really enough time to fully escape the grenade, but enough time to realize, OH SHIT GRENADE and attempt to move.
Allow Keyboard input to move the character, so you can run with the keyboard, and aim with the mouse.
A button on the keyboard to reload your weapon OR if your weapons out of ammo, the only option is to reload it. I always seem to mess up reloading, I'll right click my weapon, nothing happens, then I click again, and then the previous click registers so I end up by-passing reload and have to cycle through all the options to get back to reload.
Additionally maybe there should be Hybrid combat with elements of both real-time and turn-based. For example, combat is styled like real time, but action points regenerate all at once (based on a timer that is based off sequence) instead of a slow regen.