So, I get what happens. New players get overwhelmed with what to do/which side story leads where/where they need to go next for their main story etc. But I have done far far far too many level 15-19 (yes even Halatali) with folk who have yet to complete (and therefore learn it's skill) there level 15 class quest. This is especially problematic with Tanks as in both cases, their level 15 skill allows them to Pull mobs from afar AND build Enmity. Not only that, it's their ONLY ranged attack/Enmity grabber until Provoke at level 22 (PLD)
Skills many players are missing at in these dungeons (all learned via their class quest)
GLA: Shield Lob =+enm skill/ranged attack.
MRD: Tomahawk= +enm skill/ranged attack.
CNJ: Fluid Aura= knockback+bind. Less useful (and can annoy) to most party's but can help knock a mob away from a healer/knock it back to the tank. Occasionally useful in group play.
ACN: Topaz Carby. Not a great group Carby....but can save the day if tank dies/party needs a pseudo tank.
THM: Scathe. A spell they can cast while moving/ filler spell while regening MP in Umbral.
BRD: Repelling Shot. A distancing move to assist a Archer in getting out of a bad spot quickly.
LNC: Piercing Talon. A ranged attack. Useful to start attacking tanks target/or in the rare instance you'd need to pull (or for solo play).
PGL: Touch of Death. A DoT
And yes, I get some of these are underwhelming in party play/more useful solo. But others (especially the tank moves), make party play esp. low level, much more fluid.
So in order to make sure players realize, 'Hey, you get a skill from doing the class quest' Maybe if would be most prudent to lock them out of their first dungeon, Satasha, until they complete it. This way, at least when they enter, they have all their possible skills available on their toolbars...still not going to fix if they know how to use them, but just entering with the right tools is a start.