See, the "not too worried about the story" part is the part that kind of worries ME, because Trails is ALL ABOUT the story. If you're asking about the combat system, you're kind of focusing on the wrong thing, since combat honestly plays second fiddle to story and world development in the case of this particular title (and series). You'll be spending WAY more time talking to NPCs, learning about the world and advancing cutscenes than you will fighting enemies (like, seriously, you'll go for hours without combat on many occasions), and if that's not what you're looking for, Trails may not be the game for you.
Aside from that "long-windedness," though, there is one other reason Trails is often compared to Xenosaga, which I'm surprised no one else has mentioned. In battle, the turn order is shown on the side of the screen, and certain turns have bonuses associated with them (healing, +10% to attack power, guaranteed critical hit, etc.). This applies both to enemies and to allies, but if you can manage to defeat an enemy and knock them off the turn order list, you can re-assign a turn bonus to one of your party members instead,
If a character has enough CP (Craft Points), too, he/she can also boost him/herself into the turn order list on the very next turn, superseding whoever else was supposed to go and bumping everyone down one turn.
This plays out almost exactly like the turn bonus and boosting system seen in Xenosaga Episode I -- and even if you hated the game for its abundance of cutscenes or something, I can't imagine you hated THAT, as that was a really cool battle mechanic, and this makes for a nice homage to it.
So, yeah... it's similar to Xenosaga in that it uses the turn order bonus and boost mechanic from Episode I during battle, and also in that it's very long-winded and story-centric. The former shouldn't be a problem for you, but the latter might -- if you're not up for a lot of reading and a lot of investment into a world and its characters, this probably is one to skip.
-Tom