I don’t have much to add, but I like the idea. Mob avoidance skills are transferable to deep dungeons and field content, so getting players more familiar with them would be a good thing.

I am slightly wary of overusing untelegraphed attack bosses - ogre type (glower, swing, swipe) and bipedal dragon (raised claw, raised tail, clutch head/face target) are the most common currently in game, so it is likely that more would need thought up and introduced to keep it varied. Perhaps the persistent puddles from bibliotaph in gubal too? Either way, it would give the design team room to experiment and get feedback on more mechanics that would not be compatible with “duty support”.