As I said, I don't know much about these games or gaming in general, but I know a bit about marketing, and I happened to work with a group of people in the US who were studying some specific issues in the marketing of computer games (namely, how content and advertising should be modified to make games appealing to demographics that are generally uninterested, such as young women). It's very hard for me to believe that people design products without a target audience in mind, especially in the entertainment industry.
Right now? Abso-fucking-lutely and I actually agree with you.
However we are talking about 1995. Things were so different then its not even funny. The gaming "industry" was fairly small potatoes and nowhere near as widespread as gaming is today. In fact the 16 bit gaming was filled with small, often tiny companies like Square back then who just produced the best they could think off to be successfull.
Without mass cultural appeal there is no target audience other than "geek" and "not geek" and even that was not as clear cut as the modern gaming industry. The 16 bits consoles were ( arguably ) the first consoles capable of actually having complex plot elements and longer games with increased production values, however we were coming out of the 8-bit era games that were as complex as cellphone and flash games are today.
So at the end of the day there was little storytelling elements prior to this era and when this RPG games came along they were not really targeted at any specific demographic like "emo" cause that demographic was not even mass consuming games to begin with, only geeks and little kids were consuming videogames.
The "emo" kids of today were maybe between 8 and 10 when chrono trigger came along if not younger, they did not started acting like annoying drama queen atention whores until later on their teen years, when the playstation and playstation 2 were the norm, gaming had started reaching massive audiences and doing tons of more business and annoying, emo-like games like Final Fantasy VIII started to emerge.
So swords, medieval armor, sci-fi. That sounds like the kind of game this guy would play:
Not this guy:
Since that second guy was
a) 8 years old or less
b) An equivalent whinny teenager back then looked like this:
And was not into videogames and certainly not into geeky videogames like RPGs
I know that most of these things you mention were born for fun rather than making money, but at some point, and in particular if we're talking anything American, marketing enters the picture.
That point is past 1995.