Putting aside the 120s recast most of these buffs have been shoehorned into for the sake of making it "fair", I think there is also a distinction that needs to be made between "good" and "bad" raid buffs. The difference between good and bad isn't how strong they are, but rather how they affect the job that actually uses them.

Good buffs that affect the user additionally:
- Brotherhood: funnels bonus Chakra to MNK when party acts, more FC uses
- Arcane Circle: grants bloodsown stacks to RPR for every party member attacking + enables Plentiful Harvest
- Technical Finish: grants a lot of Esprit from party members acting, more Saber Dances
- BRD songs (not Battle Voice): grants minor buffs to everyone, but is a mechanic for the job itself
- Dragonsight: while not very unique, it requires making a choice of who gets the most value out of it.
- Chain Stratagem: it is a debuff, meaning in 2-target boss fights there is decision making
- AST cards: see Dragonsight
- Mug: is also a +40 Ninki gain, but I suppose is one of the least interesting ones

Bad buffs that just give +x% <something> and nothing else:
- Battle Litany
- Battle Voice
- Embolden
- whatever Summoner has
- Divination

So yeah... we got some issues with raid buffs. Forced 2min alignment and some of them are just "might as well not exist and be part of the user's DPS output".