The problem with initial role action system in Stormblood, as far as customisation went, is that it made you choose between actions which were completely unrelated in function. Rather than letting you choose from a pool, you should make focused decisions.

As an example, consider Low Blow and Interject. If you have a dedicated "interrupt" slot, you're now forced to choose depending on the fight. Another example is Provoke and Ultimatum. Every tank needs an enmity grab. But what if you were asked to choose between range and recast? There are situations in which each might provide an advantage.

Let's look at Protect. Right now, it exists simply because it's a classic Final Fantasy spell. But how can you make it interesting? Pyros gave us the answer: have Protect cover physical damage, and its counterpart Shell cover magical damage. If they're mutually exclusive, then you're forced to make some decisions over the course of prog based off of what you think the predominant damage type is. You could do something similar with a physical Rampart and, say, a magical Shadowskin as well, instead of keeping Rampart as a must pick that stays on your bars.

I also think that if the devs are going to retire an action from a job, it shouldn't go into the common pool. It tends to leave a bad taste, when you see a beloved ability get donated to everyone else. That's why a lot of DRKs and WHMs felt robbed this expansion. Just create something new that fills the niche you need.