Pantheon already has all of that stuff. You can kite. You can bounce aggro. You can split mobs in a myriad number of ways with traps, roots, snares, etc... You can even do some fairly creative body pulls by walking the mob away from his friends before he aggroes. There's definitely a skill difference with pulling right now as well as soloing, especially soloing group mobs.
There is no flashing button telling you to do something. You have a wide range of abilities to handle a situation, such as an attack that can potentially kill you. You can shield yourself, you can force a parry, you can silence the mob, you can stun the mob, you can sprint out of range, you can throw a trap, etc...
What I'm referring to skill as is making split second decisions on how to counter a dangerous attack with your limited kit in the best way possible. With the penalty for not being intelligent or quick enough to react potentially being death or a wipe. Sometimes the mob misses the attack or you resist the spell. Sometimes it doesn't hit as hard and you can recover. If it crits, you're probably fucked. But that's a low percent chance. And if you're in a group, there's more people and thus more answers to stopping the dangerous attack.
I'm not some elitist gamer. And while I obviously love EQ1, and raided as a SK for a long time, the combat sucked donkey dick on a tank, or a rogue. Repeating EQ1 melee combat is not something most people want. Something more evolved and better than boring, auto-attack oriented EQ1 melee combat is the goal. But not as extreme as spastic and retarded action combat. And this game does a pretty good job finding that sweet spot. Not as much as it once did, at least not at the 1-20 levels, but maybe it picks back up from 20-50 at some point.
I don't see layering dangerous abilities that you need to counter or solve as a gimmick, I see it as a common sense approach to challenging gameplay. In Vanguard shit flashed. In EQ2 shit flashed. In this game, you have a set of abilities, there are numerous ways to handle high damage threats and the game doesn't tell you when or how to do it. You have to figure that out and then execute it correctly. Almost exactly like EQ1 in fact. And like EQ1 and the examples you cited, it can take some skill and creativity.
EQ1 did have similar abilities. Harm Touch on mobs? Better have a plan for getting blasted with that on a pull. Charm? Have fun getting out of the unrest basement. As a tank, I couldn't fight certain mobs (necro/shaman) that would cast DoTs. Just couldn't do it without a healer unless I had room to fear kite. And at one point, you could even fear kite in this game. But the point is that EQ1 mobs had abilities that meant death for certain classes if they had no way to counter them. I fail to see the difference.
I feel like there is some selective amnesia going on here and a lack of being aware of how Pantheon combat even works.
That being said, I'm fine with people saying they want an easy, lax game to get drunk/high and chill with the bros while killing shit. I just happen to not want my gameplay dumbed down to accommodate stoners. I'd like this game to be much more challenging, like it used to be. I found that fun and satisfying. I like being able to play a tank that can actually shield and react to abilities to save himself and/or his group. That feels much better than auto attack afk'ing while boxing a healer because nothing is remotely a threat.