Come to think of it, when was the last time they added something to the game's combat system? They remove stuff overall again and again and again, but how often do they add anything?
I'm not even gonna argue that something was good or bad, but they added complexity. Focusing on things that affected multiple jobs or boss mechanics they could use, here's a list of casualties:
Permanent Cliffs
Offensive potions
Cleric Stance
Cross Class
Stoneskin
Protect/lower HP on a player that was resurrected
Disease
Accuracy
Boss "limit breaks" getting more damaging the more a gauge filled instead of binary pass/fails
Utility skills being paired with some damage value
TP and associated actions
Party resource replenishment actions
Damage-type boosting debuffs (blu still has em!)
Pets actions usable during other actions
Pet enmity
Defensive Tank Stance
Enmity Managing Actions
Defensive/Offensive Actions competing for a resource
Limited LB range
Free company buff reducing weakness duration
Ground targeted offensive actions
Rotations centered around other than 2 minute cooldowns
What they've added:
Damaging Ranged limit breaks
Rescue
True North
Shirk
Direct hit (actually a 1 for 1 change!)
Uniform knockback immunity
Invincibility upon revival until an action is made; the duration shown via a buff
Action Charges
Mostly uniform bind, heavy, sleep, stun, silence(interrupt) access based on role
More flexible party composition buffs
Occasionally tanks still get to manually position bosses and melee get to hit positionals that they don't have true north for, and occasionally range still matters for group buffs, heals and melee uptime. Technically, many of the "added" things are just
spreading what existed already for QoL for group comp, which they never really took advantage of in encounter design anyways.