I would argue you're giving SE far more of the benefit of the doubt than many people feel inclined to do. After all, while there's no indication that abilities shifted to role-based skills are as mandatory as they are now, there's ALSO no indication that they aren't - and SE is not exactly well-known for flawlessly-balanced changes right out of the box.
Lest we forget, this is the same development team that seemed oblivious to the flaws inherent in Diadem gear upon release, the same development team that cherry-picks Steps of Faith and Pharos Sirius and declares it to be definitive evidence that challenging (non-Savage) dungeons are bad, the same development team that just relocated servers across the continent and issued an utterly ridiculous statement about there being "no discernable difference" in gameplay if your ping remains below 200ms. They CONSTANTLY make decisions that run the gamut from poorly-implemented to dumb to counter-productive. That's why many of us are viewing these role-based skills with a degree of skepticism.
Another way to look at it is this: the best-case scenario is that SE modified all of these role-based skills, and that they now provide optional 'boosts' to existing abilities. At which point - again, best-case scenario - we basically have the exact same system as we have now, minus the need to level other jobs. I'd still say that's a missed opportunity.
In a worst-case scenario, SE hasn't modified the role-based skills, and we are now staring at a tidal wave of problems centering around the fact that multiple required abilities must now be manually selected by players who might not realize they're essential.
Given the possible gains and possible problems, I think basing our concerns around "I use X ability all the time in Stormblood" is quite reasonable for the moment, pending additional information.