"Essence"-based mock-up, if a fuller fleshing-out were necessary:
Different mobs and objectives reward different amounts of different Essences, which you junction to Lost Actions to source them (consuming said Essence) while receiving passive benefit based on the portion of junction covered by the given Essence (e.g., by slot weight of the actions you've junctioned it to or just the number of a limited amount of actions, or even by precise choice, whatever). Let's say there are 7 essences: Essence of the Veteran, Irregular, Beast, Templar, Watcher, Guardian, and Profane.
- Veteran focuses on just accentuating one's core role and improving general sustainability (a bit more eHP, a bit more MP and HP generation).
- Irregular focuses on flipping one's typical role partly on its head or offering powerful but infrequent cross-role actions.
- Beast focuses on greedy sustained output with tight requirements.
- Templar focuses on group coordination and boons, sometimes conditional to group actions.
- Watcher focuses on quick access to suppression and utility-focused spot-support.
- Guardian focuses on keeping others and self alive through active efforts.
- Profane takes the "Irregular" vibe even further, going so far as to turn standard healing Lost Actions into vampiric heals, grant buffs that temporarily turn most heals into especially powerful attacks while healing from portions of normal attacks' damage dealt, etc.
The more action weight slotted to the given essence, the more of its passive benefits you gain. (I'll let you imagine those out for yourself, in keeping with the themes above.)
Now, let's apply those to a Lost Action. For instance, consider Raise:
- Veteran: Raise
- Irregular: Second Wind (instant, short-duration revive that does not inflict an extra bout of Weakness on death and does not require player confirmation)
- Beast: Ceaseless Rage (you cannot fall below 20% HP; would-be fatal damage is instead taken in periodic ticks, accumulating, until dealing more than your HP in a single tick, at which point it finally counts against; heal for a portion of damage dealt, increased with missing HP, including the amount stored against you).
- Templar: Collective Spirit (single-GCD cast; your party can prevent a single death by splitting the overkill damage + 20% of the would-be slain party member's health as a DoT over 6 seconds among everyone else; cannot be repeated within 60s).
- Watcher: Deathward (single-GCD instant; prevent the next death within 15s on the given party member, restoring 20% HP and converting that and the overkill damage into a DoT over 6s; 3-charges, 60s recast)
- Guardian: Transference (transfer all damage that would otherwise reduce target below 20% HP from target to self)
- Profane: Sacrifice (offer an ally or self a chance to sacrifice self to raise another without Wounded status; if you die, you may still use this to request an ally to sacrifice themself for you).
Or Rend:
- Veteran: Rend Armor (increases target's damage taken)
- Irregular: Pulverize (decreases all the target's resistances, including to damage [at half the effect of Rend Armor], and maximum speed)
- Beast: Rend and Tear (your attacks debuff the enemy)
- Templar: Dismantling (party's attacks increasingly debuff the enemy)
- Watcher: Thwarting Blow (decreases the efficacy of enemy's attacks and defenses [at half the effect of Rend Armor])
- Guardian: Limb Crush (greatly decreases the efficacy of enemy's attacks)
- Profane: Blood Trade (increases target's damage taken; effect increased for your own party's attacks but party also takes some reflective damage when thereby benefiting).