Thats a good comprehensive list of mechanics that we don't see anymore these days, good work on compiling that.
To add to that list, there is also a plethora of things in Pharos Sirius pre-nerf that was interesting, from a boss that punished you from doing too much DPS, to a boss where killing too many add spawners would result in a super powerful boss, or the staircase bit where you have to stop mobspawners while AoE's are created beneath you.
Or in Tam Tara hard, where you had to avoid killing adds on one boss, or soak other attacks to protect an NPC. Or spawning an add that temporary stuns the person spawning it.
Saint Mociannes had breakable walls where a team had to consider if their DPS was strong enough to break through and skip adds before spawning bees would final sting the tank to death.
Pre Stormblood, there was a lot of creativity and variance in the dungeons themselves already. Paired with the added depth of classes, there was a lot of joy just running dungeons with different jobs too.