The one that gets to me is "one player per job" PF's that don't touch lb3. Which in many cases is the only real advantage to not taking doubles. Even worse is "one per job" on things like Emerald EX where you don't even reach a lb3 regardless.

Other than that I really don't care that much if dps ignore lb. Dps melee limit breaks are somewhat overrated outside of the Chrysalis. They lock your melee for the animation and maybe shave a few seconds off the fight. Caster lb on dungeon trash is great though and certainly recommended.

Heal lb3 is amazing and underused. You don't have to hold it until you're the last player standing. At 3+ players dead it easily beats melee lb3. No weakness debuff, full health, instant result, no 8 sec Raise casts. Even the best players derp sometimes and an otherwise smooth run can go messy fast, so having a single button to undo all that is great.

Tank lb tends to be underused in Savage. Even a tank lb1 is solid raidwide mitigation (twice as much as Reprisal) and accessible fairly often. No reason not to consider it as potential party mitigation in organized groups.