In terms of power
Rampart: yay (broken... 50% mit for 20? On tanks? Please)
Rampage: yay (absolutely meta to counter the innate DR of jobs in FL and buff AoE stacking)
Full Swing: meme but I actually like it because it's fun and harmless
Diabrosis: yay (meta, very strong)
Healan: nay, if you need healing you're already dead in FL, and you already have a few instants on most healers, past that point it means the target is getting steamrolled, it's just there to shut people angry they can't just spend 100% of their time healing
Stoneskin II: idk, sounds niche, barriers go away pretty fast in FL from all the random cleaves
Comet: yay (who would have thought stacking AoE in FL would work out?)
Dart: nay, was insanely strong in feast, but in a mode like FL?... Too weak/inconsequential
Rust: nay, it would be crazy good like Diabrosis if it wasn't 5y radius, which is ridiculously small and you won't hit many people with it, which is a shame because it would be a good counter to rampage otherwise (although the real issue is that most people wouldn't use it at the right time anyway, it's way harder to defend than to attack)
Smite: heard it's meta, I find it overrated, but yay I guess? It's good though, definitely, mostly due to the short recast
Bloodbath: yay, it's super good with certain jobs, and I like that it works well with some jobs and less with some others, it builds on flavor
Swift: yay, underrated af, it's crazy good value especially on samurai that can't just tp away
Eagle eye: yay, the smite of rphys I guess?
Bravery: yay, crazy strong but mostly on MCH
Dervish: most useless crap ever
In terms of design
Rampart: big nay, tanks don't need this, this is there as training wheels for casual players to go melee, but it's completely broken at higher skill levels.
Rampage: big nay, it breaks the game mode in the hands of coordinated groups.
Full Swing: big yay, golf clubbing is actually fun, although the ability feels a bit janky especially with the game's awful netcode.
Diabrosis: yay, reducing self healing is pretty great to have an impact on the game without breaking the mode.
Healan: mid, I think it's good for people that want to heal more, but perhaps it could benefit from being AoE.
Stoneskin II: mid, same here, perhaps it lacks power.
Comet: nay, this feeds into AoE stacking and harms the mode, the only fun thing with this is actually aiming a good one.
Dart: cautious yay, I think it could have value vs valuable targets but you need people actually following on it.
Rust: cautious yay, if it had bigger radius to counter AoE stacking, but I feel that it could have the opposite effect to rampage, which is breaking the mode by making everybody unkillable.
Smite: yay, it's an assassinate, it works.
Bloodbath: yay, it's a great survival tool that's attached to damage so it rewards some skill play unlike rampart.
Swift: yay, feels great to use, is a way better design to help people go melee without getting destroyed as well. Too bad it's the tanks that do need it, and not melee DPS.
Eagle eye: yay?
Bravery: yay, it helps rphys, notably on survivability.
Dervish: nay, let's be honest even if it was a free sprint, it would still be subpar.
Opinion
Overall that's not a bad direction but the balance is awful, and some were clearly added without any consideration for what's healthy for the mode (but apparently people don't care so it's fine I guess).