There already are... How much, 30 skills and spells? And each job adds more. It isn't good, since you'll likely use no more than 2-6 of them (single attack, aoe attack, few control skills, few support skills). The other skills would be either obsolete after obtaining more strong skills of the same type or from "weird" cathegory of skills which are good on paper but never worth to be actually used. Let's look into magic:
Surge (Cost: 5SP , Cast time: instant): Weak non-elemental magic, single target.
Fireball (Cost: 10SP , Cast time: 75): Fire magic, single target.
Freeze (Cost: 10SP , Cast time: 70): Ice magic, single target.
Bolt (Cost: 10SP , Cast time: 60): Thunder magic, single target.
Eruption (Cost: 30SP , Cast time: 110): Fire magic, targets all enemies.
Thorn (Cost: 15SP , Cast time: 75): Nature magic, single target.
Spray (Cost: 10SP , Cast time: 50): Water magic, single target.
Spire (Cost: 10SP , Cast time: 70): Bashing earth magic, single target.
Gust (Cost: 10SP , Cast time: 50): Slashing wind magic, single target.
Venom (Cost: 15SP , Cast time: 50): Poisons single target.
Stalagmite (Cost: 30SP , Cast time: 120): Earth magic, single target.
So, we have Surge as obvious replacement of basic attack (yet costing sp and being weak), one AoE skill (Eruption) and 9 (nine) skills of the same type - single-target direct damage. Which one to use? Why the hell we need 9 skills? Is nature magic and poison magic
When we are attacking, we have no idea if we used right type of attack. There should be some sort of "sense" to approximate target's resistances, or at least some hint about how effective attack was - did we hit weak spot, or tried something target especially protected from?