Nothing I've played in decades of experience with the genre scratches the same itch as Fire Emblem, and especially not to the level that Fates does. Most other SRPGs are just FFT where damage is semi-random and the flow of movement and combat is sluggish. Most other SRPGs are only RPGs on a grid, with little to no respect paid to the grid itself. Games with variety in map objectives or design that encourages strategic division of your army, especially to fulfill time-sensitive goals, are not common. Tactical complexity is represented in a lot of SRPGs by giving you a big list of command skills and effects on a 10x10 grid, most of which are decided and acquired in menus outside of combat and maps. Positioning in these games, when it matters, is moving your guy behind the other guy if you want to actually have hit rates. If it's an SRPG where enemies have bulk, it just turns into a repetitive and stupid looking game of kanchō tag. In a lot of these games, you're lucky if you even get to see what an enemy's %s are on their turn, let alone find any explanation of the numbers behind the finer mechanics. I've enjoyed many games like this, but have never had replays of any of them last for very long, no matter how good the story was or wasn't.
Within the context of the genre at large, Fire Emblem is snappy, has strong aesthetics, and is, critically, very dynamic both on a micro and macro level, and it accomplishes all of this while still being approachable for any retard to pick up. Not only is it dynamic, but it's
immediately dynamic in a genre where, typically, player expression and unique builds aren't really going to take shape for a dozen hours or two. In Fire Emblem, small moments early on in a playthrough can have massive ripple effects on the progression of a playthrough. Important dice are constantly rolling even beyond things like 1% crits or lethal dodges. If my Roy gets three good level ups in a row, that completely changes who I want to support him with, if he gets stat boosters, and how I will use him for the next several maps. If I'm playing Awakening and one of the shiny spots on the floor drops an Eirika's Blade, that completely changes my approach to the next few maps (look that item up and remember that people still say the """"gacha"""" elements in Engage are overpowered.) Thracia is a game where you can just level up movement, or randomly sing a happy little tune and move again for free. Going back to Roy, Roy's function and his ability to perform it is different from playthrough to playthrough, and that in and of itself is my own 'story' in Fire Emblem, and what makes it's moments and characters immersive, memorable, and compelling - the presentation of a challenge and the creation of a solution, some more elegant than others, to that challenge based on the benchmarks my unique characters can reach, and this is done with zero writing or exposition. The lategame of Conquest and Engage, as dumb and corny as they are, do far more to immerse me because the game is pushing me and making me feel the distinct strengths and struggles of my characters, as well as the cracked out niggas they have to kill. Not so much when the Sigurd, Seth (critically wounded btw), and Titania blenders make a total joke out of these armies that are apparently bringing entire continents to heel offscreen. I'd say in those kinds of games the narrative and gameplay actively work against each other. I don't care what the game says, it's not what's happening when I'm pressing buttons.
Speaking of not caring what the game says, 90's-00's Fire Emblem is very unique and ahead of it's time in actually letting you skip dialogue and cutscenes, going straight from map to map if that's what you want. Which I do, because despite many sincere attempts, I have always found Fire Emblem characters to be extremely static and simple, and the stories and world to be rudimentary. The payoffs are usually underwhelming and the climaxes usually feel rushed. Some of the supports have decent writing, but the vast majority of FE characters are completely irrelevant to the story and serve no symbolic, thematic, or narrative purpose. Up until the 3DS, portraits barely even emoted. When Hector says "I'm as angry as I've ever been," or Sigurd or whoever else dies and they're sad about it, it doesn't look or feel like it because their portraits are still just like

as they go "NOOOOOOOOO"