Symptom of larger issue: Overly costly Grit-swapping and reduced defensive spendability. The player climate will only streamline with time to avoiding tank stance. The more (ridiculously) costly the tank-stance, the less it can synergize with pacing elements.
Retaliation? I don't think that was a thing? In WoW, yes, but XIV? I don't think even 1.x had a skill by that name.
Pre-SB has historically had Reprisal, Shield Bash (mentioned above), and Haymaker, but the last was a weaponskill, not ability, and was only ever effectively used by Bard in the Thordan fight for the stronger-than-Heavy-Shot instant cast despite WM. Its only use by its native job was to, if the stars aligned just right on a rotation misaligned by exactly one GCD, to resync your stance cycle when both ToD and Fracture were already up, or to co-tank dungeons when no real-tank was present and the whole party was undergeared. Reprisal, on the other hand, stacked beautifully with SP and Virus, rivaling Divine Veil. Its debuff was NOT, outside of dungeon spam, an accidental byproduct. And it is the only one of the debuffs that affected bosses or even elites, i.e.... was a debuff.
I guess the greater question is, though... why prune them rather than doubling down on their benefits? Having only PS and SE consume DA, with PS being rarely used and SE always having the DA-less option of DL, made the rotation far smoother. The removal of Low Blow and Reprisal from the DRK repertoire homogenized its oGCD usage to the point that one of its most satisfying skills became a source of disgust. The removal of Reprisal largely excused the waste in DA-DD, and in later builds the removal of DD itself. With that then came the removal/transfer of DRK's core unique mechanic, defensive spending of a shared resource, now seen only --and arguably not as satisfyingly-- in PLD's Holy Spirit vs. Clemency.
Between Scourge, Reprisal, and Low Blow's reset mechanic, DRK excelled at focus-target damage in AoE fights. Its Scourge, baseline, hit for slightly more than a Fell Cleave, and it was one of only three melee DoTs (the only others being ToD, which had to be used in specific amounts not to desync rotation, and Mutilate, which was noticeably lower value) to require no pre-combos. That was a valid and enjoyable little niche. Now, we can only attempt to reach Warrior's shoulder in AoE and only when enter an AoE fight with full Blood and Mana with Blood Weapon and Delirium at the ready, without need of self-preservation, against 14+ targets for DA-Quietus spam. Now, I love that particular gimmick of BW-Quietus refunding itself. It feels mighty, even when hitting for a third of what WAR does, but... we didn't need to lose our cleave potential just to have middling mass AoE. In terms of relative strength, we were actually stronger even in mass AoE previously. We were gutted in one regard so we could be trimmed in another.
Black Blood, Bloodspiller, and Quietus were not mutually exclusive to any of that stuff. We didn't need the hotbar space reclaimed. Paladin certainly had no such reclamations. So... why were they removed? Integral, satisfying gameplay removed... for no dependent advantage.