Rasp, Choke, etc. all do the same thing in different elements. Also included: Tornado (and various same-tiered spells per element), Aero (see last parenthesis), etc. FFXI WSs were almost always just hitting a mob. So most of those can just be lumped together as not being unique at all except for their SC capabilities, type of damage (blunt, etc.), and last and least, their animations. Not really that unique.
Things that were unique per job? A handful. Refresh, each 2hr, Convert, Utsusemi (not that unique with blink), Summons, all SCH-exclusive spells, higher-tiered Raises, and some-odd job abilities (Berserk, SA and TA, Sublimation, etc.).
In the long run, there were only a handful of truly exclusive effects per job in FFXI and there were 20 jobs there. Here we only have 7 and, with the addition of combos, we truly have varying results from just very, very few abilities in comparing them with the huge pool of useless junk in FFXI. What's more, every single ability we have is completely exclusive to each class/job. The only reason we think it's so little is because the number is small, but if you take all the spells and WSs in FFXI, really most of them were prevalent natively in other jobs except the really obviously unique ones (everything BLU had, PUP, SMN, NIN, SAM).
Regardless, we have such reign of freedom over the abilties we can equip from other classes on a class that our ability pool grows considerably larger. And jobs are able to be more unique than that while they still have a bit of worldliness in the cross-class stage.