Cross role needs to be full of abilities that are useful but situational and thus never required 100% of the time. Right now it isn't.

Awareness and the stun/silence are probably the only abilities in cross role right now that meet this metric.

Rampart should never have gone into cross-role, as it is far too powerful for this purpose. Bloodbath and Foresight should've been merged into a single ability with a dual effect, and Shadowskin should have had a different mechanic to a similar effect. (+30% defense and magic defense or something that equates to roughly -20% damage reduction).

The problem is the tanks lost varying amounts of mitigation that don't have parity with eachother and not all of them can get it back.

The placement of Anticpation in cross-role is utterly baffling. Dark Dance+Reprisal was a core personal mitigation tool for DRK, the raid mitigation was just icing on the cake, as you rarely tried to or even had the luxury to try to have it up when it would matter, so it was mostly just mitigating whatever it mitigated. Dark Dance and Reprisal should have been merged into a single ability (Reduces damage taken by 10% while increasing parry rate by 30%). Anticipation and Reprisal as the exist now are garbage compared to what they once were, and the former is not valued by PLD or WAR at all as they have conflicting synergy with it (PLD blocks overwrite parries, RI is 100% superior on WAR).

Speaking of WAR, all of WAR's existing cooldowns have ridiculous synergy with cross-role abilities. Thrill with Conva, RI with Awareness. These pairings offer similar mitigation to Rampart, so why was Rampart necessary? And why did WAR lose the additional combination of Vengeance+Bloodbath?

Even Provoke/Shirk being in cross role is fluff, and if they were going to make an ability as powerful as Shirk, they should have simply baked its effect into unique taunts for each tank.
For example:

PLD: Provoke - places you at the top of the target's enmity list while increasing said enmity value by 5%.
WAR: Taunt - averages your enmity with that of the current enmity target, and then increases the result by 50%.
DRK: Decoy - triples enmity generation while forcing the target to target you for 20s.

When I look at DPS cross-role abilities (I don't know much about the healers'), I see nothing that increases DPS directly. Nothing. Gone are the days of things like Blood for Blood, Internal Release, etc. So if DPS jobs aren't having to go into cross-role to increase their DPS, why are tank jobs forced to do the same to survive and mitigate damage?

Things like RNG mitigation, mitigation that only works for physical/magical damage, these are the things that belong in cross-role.

In much the same way that Bloodbath was moved to DPS, there are abilities in other roles' cross-role rosters that frankly belong on tanks. Palisade, Apoc, and Eye for an Eye feel like tank abilities more than anything else.