Well, Role Actions just seems... Redundant when there are "Mandatory Actions". You literally may as well just incorporate them into each classes natural ability lists. That way, people will always have access to them even if they haven't realized you can go and pick them in your spellbook. Which is very similar to nowadays after the change for Jobs being able to have all 10 Role Actions equipped up from 5.
You could then tweak their names and animations to fit each individual job if you really wanted (Though, I doubt that would ever be the case...)
The only notable difference would be the fact that Role Actions are weird and you keep them even when level sync'd...
To say nothing about button bloat, which is something of a concern when moving forwards with the game. Like, they've made a point about how they kind of really just want jobs to have 24 active skills to use (Which was especially notable with BLU design). Currently, all jobs have 24 active skills. Then a further up to 10 more Role Actions?
Many of the current Role Action skills that are seen as "Mandatory" can already be consolidated into already existing skills within jobs.
For example, does RDM really need Diversion and Lucid Dreaming? Or could their effects not be rolled into Displacement/Manafication? (Of course, adjusting Displacement so it's not an oGCD Potency skill that is wanted to be spammed on CD for DPS as well as being unusable when it's mobility is a disadvantage... To which something similar to a suggestion I made about BRD's Repelling Shot would work. Where it would do the movement when in melee range of an enemy but while at a distance it would provide enmity reduction)
There you've just got rid of 2 "Mandatory" role actions and thus 2 buttons.
Same thing with other skills, such as I've thought about Tank's ranged skills having the Provoke effect. So they would be oGCD skills (With no potency so they're not spammed for damage) that would put the user to top of the enmity list and give a boost of enmity alongside it. With a CD and significant resource cost to prevent potential abuse/nullification of enmity mechanics.
Another "Role Action" button is then dealt with.
This is why my suggestion in the original post was focused on Traits more so than Actions. Since, many of the Role Actions can just be incorporated into jobs kits, either as additional functionality on a skill or at worst just added as a new skill available to all jobs of a certain role (For example: Esuna. Though, even then, you could make the argument that Esuna could just be rolled into healers weak heals. Cure I, Physick and Benefic I. Given that they tend to not be used for actual healing once you attain the stronger heals of Cure II, Adloquium and Benefic II. I guess Swiftcast would be a better example for a Role Action that likely would necessitate an additional skill and can't be just folded into an existing one)
To say nothing about the issue with "Mandatory" picks in the first place (Which is the issue people have with my original suggestion, that meta will dictate "Mandatory" picks unless they're all fluff things) which makes their existence as a separate category of skills that have to be "Equipped" meaningless.