I don't think you realise how boring a job would be with that few skills. It works in PvP because of the more dynamic and shorter encounters as opposed to the more scripted, longer encounters for bosses. It also needs to be simpler so that you can focus more on the fight rather than your own rotation, which are designed to be quick, short, burst damage before some downtime.
As for personal LBs, is that not just a long cooldown action? Even if you want them to ignore raid/personal buffs, you just use the LB outside of those effects, so you can keep your high burst and keep high damage on the inbetween. So really, it just becomes something to use as a filler between big bursts.
For CC, adding damage to CC is not a good idea, not only from the point of (in your example), you do more damage just because they are immune, but on the opposite side, if the CC is part of your damage rotation, and the boss is vulnerable, you can make the boss immune to the CC so that when you actually need it, it is ineffective. A good example of this was Ifrit hard way way way back in the day. You rarely see it now, but he has an attack that fills the whole arena except 2 safe spaces, very common for a tank to stun it. However, with Stuns on Monk's shoulder tackle, Dragoons Leg Sweep and Spine Shatter dive, Warrior's Brutal Swing, I think Ifrit Egi had a stun IIRC, chances are, Ifrit was immune, so it wasn't stopped and people died, because they expected it to be stopped. You could prevent it slightly with a PLD and Shield Swipe (Pacification) and a bit of block luck, but should you reduce your damage just for CC?
If you want to make CC interesting, you change how the boss interacts. I have said in the past that, rather than it stopping a bosses attack, it changes it's properties. The room side is still a room wide, but it has not lost the heft DoT attached to it, that sort of thing.
You say current design style isn't sustainable, however, I would posit that your ideas would be even less sustainable.