So a lot of the older skills, either through flavour text on the effect (combustion for AST, TBN for DRK), in the skill's tooltip (Hide for NIN, Ley Lines for BLM) or through the relating job quest have some amount of explanation as to what exactly the skill does in the lore.
This is increasingly rare in the newer expansions as job quests aren't a thing anymore and a lot of flavour text got reduced into generic versions. (i.e. AST's "the proximity of a theoretical star deals damage over time" to simply "sustaining damage over time" in the upgraded version of the skill).
While this makes skills more straightforward and the textboxes less bloated, it also makes skills feel more random and incoherent, on top of harming job fantasy and identity.
Healers used to have seperate Esuna-like skills a long time ago, as each healer in the lore would use different *methods* to get rid of ailments, but achieve the same effect. The same is still true for Phys Ranged's Shield Samba/Tactician/Troubadour, which are different in name, and more importantly flavour, only. Why did we keep one, but not the other? If the intent was to have Esuna available at any level sync due to how role actions work it could have simply been a level 4-5 skill, or even 15, the earliest you can enter a dungeon to begin with.
I understand that readability of effects and gameplay information is important, but I don't think that it should come at the cost of explaining what exactly a Dark Knight is doing when they cast Oblation or Shadowbringer, as all we can do is guess based on existing lore and the animation. Similarly we have little idea what methods a Black Mage uses to cast Paradox, something that could have been elaborated on in a job quest, even one that is optional and a yellow quest.
All this is to say that I enjoy job flavour and fantasy, and little blurbs in debuff/buff text or the skill tooltip itself can go a long way in absence of proper job quests giving us exposition, and I'm sad that they seem to be on the way out too.