I'll be honest, I don't see how these choices wouldn't quickly become just as predefined for us as when we were limited to 5 Role Actions from 10, if not worse. I would much rather see Role Actions removed completely, with each job having their own unique means of access to the necessary functions Role Actions would have provided.

And, frankly, we don't need to need -- not a typo -- things like Invigorate or Lucid Dreaming or even Diversion. The contexts for those skills can be shifted to render each redundant without any loss to gameplay; hitting a button every couple minutes as if by an auto-clicker didn't exactly provide any gameplay to begin with. Provide the effective MP per minute via base mana generation instead, with a faint bump to on-rez MP. At present they're just design bloat. With sensible changes to design, they'd be bloat in every possible way.

That's not to say that customization isn't possible, however. While, as I've mentioned to you before, I see it either (1) as a last resort by which to widen the base of players a given class, job, or spec may attract or (2) as a feature solely of character progression and world-building, it can still work. But, it needs more hand-crafted (so to speak) packages of effects within its choices. It musn't be nit-picked for direct gains in X or Y output; it needs to be based around broadly usable, but integrally thematic utilities. Choose <Advanced Turrets> or <Advanced Armaments> or whatnot for MCH, with some umpteen effects therein that can be balanced by combination into a real fight setting -- with mostly the same capacity but in a very different form -- rather than merely this bit of extra mitigation or that bit of extra damage (since that would almost always exclude all but the damage choice).