You can't just arbitrarily choose weaponskills that need refinement without knowing their intended purpose. For instance, SE recently told us that they couldn't increase the magic accuracy of Shockwave because that would be unbalanced. Anyone else probably would have looked at an AoE "Additional Effect: Sleep" weaponskill and assumed it was meant to sleep things, but SE disagrees.

Basically, you're wasting your time proposing WS refinements until you know what a WS is for, which you can't know without being SE. There are very many weaponskills that could be adjusted so they're more useful and to expand the range of weaponskills that different jobs *actually* use, but SE is likely unwilling to do it.

Dagger- I have every Dagger job and have leveled multiple jobs solo and in parties that use these WSs, so I'll use Dagger as an example.
Wasp Sting - Give it 2 fTP so that dagger has a WS before Viper Bite (or Dancing Edge for DNC) that isn't shit.
Gust Slash - Fine, give it a long range like Cyclone.
Shadow Stitch - Fine.
Viper Bite - Fine.
Cyclone - Fine.
Energy Steal - Fine.
Energy Drain - Fine, though I'd honestly make it so you don't get two MP stealing WSs back-to-back. That just seems dumb.
Dancing Edge - Fine.
Shark Bite - This WS has always lived in DE's shadow. Give it a 25% Attack boost and it will pull ahead for SA WS if xp parties ever come back.
Evisceration - Fine.
Mercy Stroke - This WS should be allowed to crit. It doesn't need to have "Chance of critical hit varies with TP." but it should be able to critical hit so that jobs without the ability to force critical hits (RDM and BRD) can still use it to some effect.
Mandalic Stab - Should be 60% DEX.
Mordant Rime - Fine.
Pyrrhic Kleos - Fine, though I'd make it 30% STR / 30% DEX.
Aeolian Edge - Fine.
Rudra's Storm - I'd propose the same adjustment as Mercy Stroke. Allow it to critical hit.
Exenterator - Fine.