Alternatively, you would then break the 3 skills per stance basis of Monk and nerf its skill cap and potency-per-execute dynamics.
Fracture could actually be made newly useful for DRG and useful in all but a few situations for WAR by: (1) fixing Skill Speed (reduce TP refresh and bonus ticks by 20% but have them go off per the player GCD, or at a rate equal to the base / pre-accelerated GCD), and (2) adding just 5 more periodic potency, and possibly 10 more TP cost to compensate.
At OP:
Any post-WM/GB Ranged would be hard-pressed not to find a regular use for Feint, and you absolutely use Thunder I and II even after gaining Thunder III. I would hope such functionality is not likely to be trimmed, especially without a replacement.
I'm hoping that rather than trimming abilities as a first pass, it will be the finishing touch instead on a systemic rehaul to allow more control and decision with each keystroke. Thunder (I through III) could easily be a tiered charge instead, as the spells are otherwise unvaried, therefore keeping all three, but within a single button. At present, Perfect Balance is the only thing keeping Monks from merely using 3 keys to hold all 9 primary (stanced) weaponskills; either the stance concept itself should be revisited, Perfect Balance's cooldown revised to make it seem a more frequent part of play (rather than just an opener or emergency burst), or the way Perfect Balance works, maybe paired with Form Shift, should be adjusted to allow the use of 3 keys for the 9 abilities. The same can be said for every combo; if there's no viable reason to leave a combo early, then that whole combo is essentially one ability, its finisher, and would normally make sense to condense into a single key. This is of course more the case for Dragoon than, say, Ninja.
Reassessment of how certain mechanics work is another potential path, such as by making no enemy completely immune to any given debuff, but that debuff acting in other, less potent ways, adding elemental mechanics, revising how RNG mitigation and their abilities work (Dodge; Featherfoot) as to be more smarter and more reliable without necessarily being more powerful overall.