For me (and speaking without any expectation of another CK game), I think it isn't a matter of whether there should be mini-games or not, but how well they fit into the general character of the game, and whether they're good. For example, King of Dragon Pass has a mini-game in which you must choose the right successive responses for an initiatrix who is seeking the benefit of a god, and it fits in seamlessly. On the other hand, KotoR wasn't merely a dull RPG (in my opinion), it's mini-games were desigend for the arcade set, which wasn't its core audience. There was a lot of negative of negative response to these, and they were cut out of the followup title.
What sort of mini-games would fit into a turn-based CK followup, though? Heal the Leper, as lepers shoot down on you from above like a medieval version of Asteroids? Defend the Witch, having you play king of the hill against attacking guards?
What sort of mini-games would fit into a turn-based CK followup, though? Heal the Leper, as lepers shoot down on you from above like a medieval version of Asteroids? Defend the Witch, having you play king of the hill against attacking guards?