Building off that last one:
To me, the greatest strength of a parser game—any parser system, limited or not—is its predictability. The best parsers have a consistent world model, or the illusion of a consistent world model, which you can understand through experimentation, and this then lets you predict the likely results of your actions before you do them.
(Some systems, like the primordial Wander engine or the Scott Adams one, don’t actually let you build a consistent world model—every individual command is special-cased. But these games still try to give the illusion of a consistent world model; Adams’s Savage Island I has separate code for every individual object to make it sink to the bottom of the lake if you try to swim with it!)
The greatest strength of a choice-based system over a parser, meanwhile, is the ability to adapt the choices presented based on the circumstances. If you want ACCUSE COLONEL MUSTARD OF MURDER to be a part of a parser game, well, the standard way to do it would be to make a consistent system of accusing people of crimes, and then teaching it to the player somehow before it happens. In a choice-based game, you can only reveal that choice at the dramatically appropriate moment.
And this is why I think choice-based systems have a huge leg up over parser systems when it comes to dialogue, which is an inherently unpredictable thing, where the options available change based on the circumstances! Whether it’s a topic system or a menu of choices, most parser games with dialogue effectively switch into a choice-based paradigm for the conversations. (A truly parser-based dialogue system, in my opinion, would be something where you can only GIVE or SHOW objects in the world, which forces it to integrate with the world model instead of being a separate subsystem.)
(Of course, there are tons of edge cases where my nice, neat categorization falls apart. Familiar Problems fits my “parser” model, where it’s all about mastering the permutations of a system, but if you removed the text input field it would be a choice-based game. Which gets back to the isomorphism between choice games and limited parser games Daniel Franke brought up—in this case, Familiar Problems has truly absurd verbs, so I think it’s more fun to play with links than typing in DEFENESTRATE and SOLILOQUIZE and VIVIFY every time, but mechanically there’s no reason they couldn’t all be mapped to single keystrokes like in Vambrace of Destiny with the puzzles being exactly the same.)