The surrounding game, as in the mechanics the game currently has, can support a much greater variety of player controlled actions than we are given.

We have Actions that don't break combo. (Just about every Combo job has an example here)

We have elemental damage, it's just not utilized. (We use a catch all "Physical" or "Magical" tag on basically everything non-weapon specific)

Actions can have variable refreshing rates. (We've seen it with Dark Knight)

Specific damage types can have debuff interactions (We see this with specific vulnerabilities)

Most of what you have listed can already be accomplished by the engine, and effectively have or have had in game examples for it.

They are removed almost entirely because SE doesn't trust the average player to A) Make use of them and B) Not find ways to break their game with them. Every design decision moving forward reflects a lack of trust in player capability and integrity.

That is why I disagreed with your block. It doesn't make things more interesting, it just aimed to make things more comparable in a "given 10 minutes, set amount of uptime" sort of way.

We need less equitable-but-the-same, and more equitable-but-different.