I think people are missing how role actions are meant to work. I think, in practice, you're meant to switch them out on a per-fight basis. As an example, there are a lot of fights on which there isn't a single debuff which can be removed by Esuna - thus, even if it's necessary for the healer role as a whole, it can safely be removed in those situations in favour of something more situationally useful. Actually remembering to switch actions each fight is another matter, especially if players are so eager to pull quickly that they don't give you the opportunity. It's also quite possible to heal even in endgame content without Largesse.

As another example, Interject is extremely situationally useful - but the removal of damage-dealing stuns and silences gives the developers increased design space to design encounters that need stun or silence rotations. We could even see a situation similar to First Coil, Turn 2 - where a fight can play out differently and a boss can use different abilities depending on player choices (in this case, stunning or silencing an ability might cause it to use a different one instead) - though historically, situations like this have tended to default to only a single viable course of action.

Yet another example is 'True North' - some fights either allow a lot of mobility to ranged DPS, or have a 'complete circle' targetting ring which allows positionals to be landed successfully from any angle. The ability is useless in this situation, and can safely be removed in favour of something else. However, in the most recent Savage raid content, the second part of the raid requires the group to remain tightly stacked at the back (or even front!) of the boss for prolonged periods of time, making it difficult for melee DPS reliant on positionals to reach their full potential without 'True North'.

However, there are problems with this approach - if the game's developers are reading, I'd suggest you take this to heart. There are situations - such as the fourth part of the most recent (Deltascape) normal raid content - in which a role skill is 'forced', where the need for it doesn't add anything meaningful to the fight. The raid's boss will cast an ability that applies a detrimental effect which has to be removed by Esuna, or multiple raid members will die. However, it only does this once at the very beginning of the fight - and afterwards, there's no more need for Esuna. This doesn't meaningfully improve the fight, and functions as little more than a 'tax' on role abilities.

In general, I think the best way for players to approach role abilities is as an interchangeable toolkit - and I believe that both encounter designers and interface designers could benefit from encouraging this mindset. The ability to macro changing role abilities more easily would be very useful (perhaps a command that allows all five role abilities to be set simultaneously, that would fail with a clear message and without side effects if any role ability currently assigned is on cooldown, would help, if not an improvement to the UI that allows multiple role ability 'sets' to be defined and changed in a manner similar to gear sets, to a maximum of five per role.)