I see a lot of people asking for traits instead of abilities for 62-70, but think about it.
Traits cost nothing to develop, there's no animation or fancy effect a trait takes a few seconds to implement. Achieve 62 and upgrade the duration of some buff or skill a few seconds. SNORE. When going to 70, I want new flashy moves that make me feel better and stronger. I don't want to just have my damage values inflated to match the heightened defense and HP of higher level mobs. The only way we feel stronger is with new skills and abilities, that's what Final Fantasy has always been about--otherwise go play Maple Story, where you go from dealing 3,000-6,000 damage per hit at level 50, to 200,000-400,000 per hit at level 150 but the abilities roughly stay the same.

FFXI never had a problem with ability bloat because it used a menu/list system and combat was slower. Since FFXIV uses a hotbar system with a controller, it's akin almost to a fighting game. I think moving forward the most likely fix is to:

Opening combo weapon skills will be replaced with stronger counterparts. For example:

62: Skewer - 200 Potency combos into Moonrise
64: Moonrise - Combo Action with Skewer: 250 potency. Combos into Stardiver
66: Stardiver - Combo Action with Stardiver: 420 potency.

These weapon skills could, once all 3 learned, replace the TT-VT-FT combo (but these are still able to be used, if needed, at lower levels--but then you need different hotbar for level capped unless they're smart about it and let /ac "Moonrise" translate into Vorpal Thrust pre 62).