I'd rather not see this used for every skill in the game. At that point you have no balance (against GCD rotations) or prioritization in its use apart from whatever "cost" it adds. (If MP/TP, I could see this working for BLM, but being lackluster or just outright annoying for everyone else, and mechanics-breaking if usable by healers, while probably just annoying when used as a consistent crutch.)
I see a charge system as being useful for solving a number of things, such as:
- Button Bloat (Thunder I, II, and III could all just be different charge lengths)
- The Grit/Oath annoyance (not a copy of WAR's ability stance swaps, but of variable length as to be swappable in as little as 60% of a GCD, much like Meditation)
- A few particular abilities whose jobs have unique need or synergy for/with the timing and efficiency a charge system could give (e.g. Clemency, if it were a serious heal; allowing PLD a fair bit of control despite having only one real heal)
I welcome the idea of a Charge system and could similarly see Channels being used, but a charge system for every attack would disrupt almost all the intricacies of pacing we have right now. I'm not saying that ultimately the product wouldn't somehow be better, but until I see some illustration (not literal pictures, but numerous rotational descriptions) as to how it would pan out in play, I'd be against the idea.
...
As not to be purely critical though, let me toss out a thought of my own. You mentioned "this mechanic is based off the concept of momentum", but I don't really sense any momentum in something that stops and holds to couch its punches. Quite the opposite. What would feel like momentum to me, though, might be a sort of retake on combo system. This could be as simple as different combos having different effects, some having a reduced recast specifically for the next in their combo chain while others just add the normal potency and/or additional effect. Or it could even replace the primary function of combos by causing combos to create momentum, with whatever bonuses that involves, while the separate combo abilities are now better able to stand on their own otherwise.
That idea's not something that, by itself, I'd want to consider introducing into the game as is, either, but it is certainly food for thought.