The catch-all term is called "utility", and yes, this game suffers drastically from a lack of it. When classes are designed around "doing almost everything their trinity counterpart can do", this is the result you get. Healers always need Protect, Swiftcast, a rez, AOE healing, single-target "oh crap" button, and healing throughput buff (Divine Seal, etc). Tanks always need Provoke, a single target threat combo, an AOE threat gen, a "get out of death free" button, and mitigative cooldowns of the flat-% variety (Rampart, Inner Beast, etc). DPS are a bit more varied, but always are stuck getting Invigorate if they're melee, or Swiftcast if they're a caster. They also usually get single-target combos, an AOE rotation of varying efficacy, a self-heal or some kind of defensive cooldown (MCH notably doesn't have much of either of these), and some measure of crowd control that sees virtually no use outside of soloing or PVP because lol meaningful raid mechanics.

I suppose ostensibly, you could break a lot of trinity classes down like this, but idk, it just feels much more noticeable in XIV for some reason.