Don't bother with Amala until end-game.
Also, most real-time combat dungeon crawlers are boring. Dungeon crawlers thrive on unpredictability. Real-time combat dungeon crawlers have no unpredictability by virtue of real time combat. Also, real time combat allows you to overcome situations with sheer reflex.
The genius part of SMT3 and many turn-based dungeon crawlers with random battles is that the random battles are an actual design mechanic. With a dungeon crawler and turn-based combat, you now have an air of unpredictability that lends to stronger sense of danger. With random battles, you have no idea what you're going to fight or what level. It's going to happen, and you have to be prepared. More than that, you don't know WHEN it's going to happen. The moon stages in SMT vary wildly. Moon stages also lend to harder or easier difficulty. There's an element of a gamble. Further, press turn is genius. With random battles and press turn, you may end up getting jumped by strong enemies and they'll get the first attack, and it's up to you to make the best of it. I have never found myself struggling or even tense in a real combat dungeon crawler. They're pretty boring to me and lack the element of danger I just described. In SMT3, you will get wiped from a low level enemy who got the first turn, hit one of your demons' weaknesses, and railed on your ass. Overcoming that adversity to win never feels bad.
This is why I consider SMT3 the best dungeon crawler I've played and why I hold SMT1, 2, and 4 to high esteem. Even when SMT4 included non-random battles there was still unpredictability.
And yes, you should be fusing. Matador should have been a large lesson. In the sewers leading to the fight, you fight a lot of force-based demons, giving the hint that you should be recruiting force-based demons. It's not always perfect, but you should be using the environment and the enemies you face as clues towards your next major encounter.