The reason for the division between Mandatory Role Actions and Situational Role Actions is precisely because there are actions that should be available to each class within a Role that do not need to be altered or upgraded whatsoever. The Mandatory Actions could even be treated as if they were regular actions, being learned at specific levels, and always being accessible if you were at or above that level. The reason not to integrate them into every single kit is to cut down on a different kind of bloat. General Action Bloat, which matters more to developers than us, but also serves as a player shortcut.
I could name 4-5 mandatory actions for each role as it is from the role action list alone. We used to have only 5 slots, and there was a goto set up for every single role at the time. The main reason they don't need to be in everyone's kit is to conserve design space for other actions that actually are unique. Many of the current Role Actions however are skills like Esuna, Crowd Control, knockback immunities, Peloton, and so on. These should be relegated to the Situational Role Action list, and actually make sense there because there number of combat situations where they are NOT useful far outweighs the ones where they are, purely because SE doesn't want to use them enough.
However, there are Role Actions that simply should always be available to their roles because the exact opposite is true. They are almost always required for content. Swiftcast(Raising, general caster mobility), Provoke/Shirk(tank swaps), Invigorate/Lucid Dreaming (A baseline form of resource generation and aggro reduction), Second Wind/Bloodbath/Drain (Personal defensive skills), Reprisal/E4E/Protect/Addle/Feint/Apoc/Pali/Erase/ManaShift/Goad/Tactician/Refresh (Role-based raid utilities). Meta certainly informs what these are but the Role Action 'meta' back when there were 5 slots was based entirely on what role actions are useful in the majority of combat situations to begin with. My proposal attempts to address both of these cases.
Likewise, there are justifications for skills that shouldn't be on the role action list despite being on every class in some cases. I'll try to address each of your examples.
For healer spells, every healer has a similar set of basic healing tools, but there are clearly ranges and mechanical tweaks those heals can be toned up or down within to balance their relative throughput across each healer pair. Just in the single target up-front healing spells Physick heals for less than Cure I which heals for a similar amount to Benefic I (10 more or 10 less depending on Sect). And SCH doesn't even have access to Cure/Benefic II equivalent thanks to specific fairy cooldowns and mechanics filling a similar space. This is done to encourage SCH to DPS when paired with a co-healer but still give them a cheap option for healing when they absolutely have to.
I'd argue the same is true for tanks and their self mitigation. The difference is SE decided that Rampart/Anticipation/Convalescence/Awareness should be in every single tank's collective cooldown pool and should have the same effect for all of them, and thus I'd argue if they feel that's important then they should be put into a Mandatory Role Action list to serve as a common reference point. A similar logic would apply to all healing spells if they were the exact same. Since they're not, mechanically speaking, they deserve to be seperated.
Aesthetics don't matter in this particular discussion aside from noting that SE could try to code in different animations depending on the job you pick for these mandatory actions in order to make them more distinct. Raises and the Ranged Tank Pull GCDs would all benefit from being one singular button, but they're not currently. We don't need 5 Raise equivalents, yet we have them anyways. The only reason Raises aren't is because BLM isn't allowed to have one and the levels they're all learned at are spread across different expansions. I could see adding them into the Mandatory Role Action List for every single class if not for RDM.
That isn't to say I don't think certain role actions need to be pulled out of the role action list either. They can be present in individual kits, but they have to add something unique in addition to their baseline effect to justify seperating them. For example, Largesse for healers. Divine Seal was one of the things that gave WHM an edge over the other two healers previously, and I don't see any reason why it had to go away. Restoring that I think would be fine. AST could use a similar ability to it for sure, but adding another effect, such as temporarily swapping their Sect for the same duration, to justify having it as a class action. SCH has Dissipation already, giving it a clear drawback and cementing the idea that they're not supposed to rely on their raw GCD heals where possible, but they can do so in certain situations, with a cost. DOing all of that allows Largesse to be removed.
For your RDM example specifically, you're completely off base on that one. Don't tie in effects you want to use on abilities that actively make them harder to use with no compensation for it. We even have an equivalent already in the game to point to as a counter example, Dragoon and Elusive Jump. Dragoon would rather stay in melee range but would appreciate having the ability to cut their aggro in half without any positioning restrictions, on top of the issue of some arena fights do not leave the player enough room to use the ability at all. RDM and Displacement follow similar logic. Both classes would be better served by having aggro reduction on Lucid Dreaming and Invigorate respectively. This is different from the Dissipation example above because in these cases we're assuming there are no alternative ways to get around the problems these abilities are trying to address (Halving Aggro for Displacement/Elusive Jump, and healing for Dissipation).
I don't feel Role Traits are even necessary for this purpose. Either you have the ability you want or you don't. If it needs an upgrade it will get one when it needs to. And there aren't any particular traits that need to be added that fit that mould. You mentioned stat traits but that's literally what items and the old stat-point system were for and it was complete garbage. Everyone's going to figure out and pick the optimal stat/ability combination for any given situation regardless of what you do. If you accept that there's always going to be a 'meta' you can then utilize that to inform your design decisions. It's a lot easier think of design decisions that shape that 'meta' experience into what you actually want it to be and streamline the experience with little drawback. In the case of WoW's talent trees, new and old, there was almost always an optimal way to set your talents. People eventually made sims to figure it out, but it was always there. I could see the benefit to maybe changing up situational role actions in some manner but I guarantee everyone will opt for the shortest cooldown oGCD abilities without other balancing factors playing a role (such as adding damage, that messes everything up), so it's ultimately not worth it in the end. We only even tolerate it on items because it's the only reward option we really have.



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