Problem with this is that this usually results in cookie cutter builds, where players are going to want to know the absolute best options and then completely forgo the rest of them. If WoW can't even perfect this system to prevent that issue (after having many years to do that), why bother implementing it here? Not to mention the issue of maintenance and constantly having to tweak them so that they're equally viable, and the only reason WoW still does it is because of how their class system works since it's nothing like the job system of this game.

That being said though, the reason why this is an issue is because jobs are ONLY tested at 70 and not really tested for any point in the leveling process just because it would be far too time-consuming for testers at this point. it seems more like the issue could be addressed for now simply by rearranging when specific abilities are learned based on a priority system revolving around what abilities are used most often. Switch Blackest Night with a somewhat-powerful low-level ability that's not used as often (or just nerf it into oblivion because no single ability should completely make or break a job). Rearrange MCH skills so Cooldown comes earlier and the Heat resource system would make a bit more sense earlier in leveling.

In the MUCH longer run though, I could see something like this happening in the form of predominantly traits for skills and abilities that don't have them currently and then one final, powerful action at the end level of an expansion.